Covert Operations Items too advanced[message #349114]
|
Fri, 03 March 2017 07:35
|
|
Someone64 |
|
Messages:47
Registered:May 2015 Location: Philippines |
|
|
I seem to have this issue where a lot of the gear enemies of the same level of disguise I'm wearing as a spy are considered too advanced. It doesn't make sense that a black shirt soldier can wear an extended ear and kevlar but when I put them on disguised as a black shirt too I'm suspicious. Is there any way to fix this?
EDIT: When I say Kevlar Vest I didn't mean the item just called kevlar vest. I'm talking about the named body armors and stuff.
[Updated on: Fri, 03 March 2017 07:42] Report message to a moderator
|
Corporal
|
|
|
Re: Covert Operations Items too advanced[message #349130 is a reply to message #349114]
|
Fri, 03 March 2017 22:10
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
The idea is to stop the player from operating a spy with gear that would be too advanced. The problem is that we cannot use the enemy gear drop tables for this - if we would, we'd always fail this check with any item not on those lists. Which would mean, for example, that you would get uncovered even if you were to carry outdated or utterly harmless items (you would be uncovered for carrying a rock, for example).
As a result, we use item coolness. Allowed maximum coolness is 1 + uniform modifier + current progress/10 (rounded down). The modifier for enemy uniforms ranges from 1 (admin) to 3 (elite). If you carry an item with a higher coolness (that does not have the COVERT flag or is in LBE with the COVERT flag), you will be uncovered. This behaviour is hardcoded.
Note that while disguised in tactical, the [Ctrl] + [.] menu offers an option to test whether your disguise will hold.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
|
|
|
|
Re: Covert Operations Items too advanced[message #362774 is a reply to message #349130]
|
Sun, 28 March 2021 18:34
|
|
Brms08 |
|
Messages:35
Registered:June 2008 |
|
|
Flugente wrote on Fri, 03 March 2017 22:10As a result, we use item coolness. Allowed maximum coolness is 1 + uniform modifier + current progress/10 (rounded down). The modifier for enemy uniforms ranges from 1 (admin) to 3 (elite). If you carry an item with a higher coolness (that does not have the COVERT flag or is in LBE with the COVERT flag), you will be uncovered. This behaviour is hardcoded.
Using "game progress" in this implementation makes absolutely no sense. When you play the game on "Very Fast" item progression, the red shirts will have AK-47s even mortars on the very first battle after Omerta and you won't be allowed to use their equipment when disguised as a red shirt. It's super unrealistic. The enemy would be equally suspicious if one of them is using a crappy rifle for some reason when everyone else in their squad are using better armors, AKs or better guns with multiple attachments. Using coolness and shirt colors is fine, but the method is problematic. Why don't you simply limit max. coolness for each shirt color instead? E.g. for yellow shirts max. allowed coolness could be reduced by 3 pts, for reds 2 pts and for blacks 1 point.
Report message to a moderator
|
Private 1st Class
|
|
|