Nanosuit Module - System [Guess]

Post » Fri Oct 01, 2010 3:47 pm

Doesn't anybody else is curious about the realtime Nanosuit - Modification? I am... and I like the idea. But the question is, how is it supposed work? Maybe you open a whole Customization menu with weapon and Nanosuit customization. I guess you won't have all modules right at the beginning. Depending on your suit usage (Weapon, Armor or Stealth mode) you get "EP" in realtime. It doesn't have to show up but the AI in the Nanosuit recognizes your Style and creates different modules to enhance you're abilities, wich you can apply to your suit. A similiar system was actually in the Mulitplayer I tested.
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Sat Oct 02, 2010 3:50 am

Nanosuit Modules = CoD Perk System Clone

There really isnt much more to the Nanosuit Module system than that, sadly. Thank ex. Free Radical for that.
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Fri Oct 01, 2010 10:17 pm

come on Talon how could you know something like that? if anything I picture the modification to be more like weapon modding in Dead Space. by the logic of a perk system, at the end of the game, you have a tank for a suit, and at the biggining, your wearing paper.

no, I think the module system will be more like something that can be changed but never be completely perfect, it will more catur to your play style
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Sat Oct 02, 2010 1:40 am

Nanosuit Modules = CoD Perk System Clone

There really isnt much more to the Nanosuit Module system than that, sadly. Thank ex. Free Radical for that.
You're basing this off what, exactly? Out of the 20 (+ 3x tier) module upgrades, how many are you aware of that lets you draw this comparison with Call of Duty perks?

As far as i'm aware only 3 have been revealed so far: http://www.gamesas.com/news/crysis_2/crysis_2_multiplayer_features

Two of which are features that you would not find as perks in the Call of Duty franchise. The third, being a faster reload, is hardly something exclusive to any first person shooter.

Don't forget, these are Nanosuit modules, that alone mostly differentiates it from any other shooter automatically.
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Fri Oct 01, 2010 10:55 pm

Well, you could call something a Thingygummywut, but it could still be the exact same as something else. I'm not saying that it is a CoD clone. It seems that is more disproved as time passes; I'm just saying I see where Talon is coming from.
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Fri Oct 01, 2010 11:54 pm

Nothing to do with what it's called. Does Call of Duty have a proximity alert sensor perk that beeps when enemies are close? Does Call of Duty have an enhanced visor perk which highlights enemies detected through scopes? If not, then why is the negative comparison being pushed?
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Fri Oct 01, 2010 1:32 pm

Does Call of Duty have a proximity alert sensor perk that beeps when enemies are close?

Yes. It's called a heartbeat sensor. Most COD weapons can be attached with it.

Does Call of Duty have an enhanced visor perk which highlights enemies detected through scopes?

Yes. It's called a thermal scope. Most COD weapons can be attached with it.

The negative comparisons are coming due to a minority of the fan base of this game who are hoping that this game is to become unique when released, which is a philosophical impossibility, because it is already duplicating the best of other games and is defined as a first-person shooter which is not unique in principle.
User avatar
Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Fri Oct 01, 2010 6:25 pm

Cheers for the info :) I only briefly played MW1 and BlackOps so it's good to know.

http://callofduty.wikia.com/wiki/Infrared_Scope - Using that is vastly different to a normal looking scope which highlights enemies in Crysis 2. I believe (though i'm not sure) by "highlight" it's similar to the way the binocs highlight enemy silhouette in Crysis 1 as opposed to an obscured thermal vision, which is available independently on the Nanosuit 2.

As you put it, there are of course going to be similarities between FPS games these days but in order to be unique, you need to improve upon what's already there. If the synopsis is to carry a gun and shoot people then of course things like rewards are going to be based around this which limits how unique you can be in context. We've just gotta wait and see what the other 17 modules might involve :)
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Fri Oct 01, 2010 11:20 pm

The negative comparisons to Call of Duty are hilarious.

First it's linearity. Don't compare it to Half Life 2 though, the game that does scripting and pacing extremely well and everyone loves, compare it to the game that does scripting and pacing not so well and everyone hates on.

Now it's the nanosuit modules, which you could easily compare to the augmentations from Deus Ex. No, let's yet again compare it to Call of Duty.

These things aren't inherently bad because Call of Duty has them, they're bad because Call of Duty arguably didn't implement them well. You don't even have all the details on how these things will be implemented in Crysis 2. It's like you guys want Crysis 2 to be the most disappointing thing in the history of ever.
User avatar
Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Fri Oct 01, 2010 9:35 pm

I'm curious, how can a suit module make the person inside more efficient when reloading (assuming it doesn't have direct mind control)? Partial speed mode would just make him do it quicker.
Anyway, bad company 2 has a scope very similar to the Enhanced Visor Module, and I can tell you it brassed off quite a few people, however C2 is more a matter of running round the corner and spraying people at close range from what I've seen, so I can't see it being of much use (apart from spotting cloaked people)
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Fri Oct 01, 2010 2:44 pm

I'm curious, how can a suit module make the person inside more efficient when reloading (assuming it doesn't have direct mind control)? Partial speed mode would just make him do it quicker.

Well, if we are thinking hypothetically, the suit is basically an exoskeleton consisted of manufactured synthetic muscle controlled by an operating system that detects the wearers movement and exaggerates it to perform specific functions (enhanced strength/enhanced speed). What is stopping the manufacturers of the hypothetical Nanosuit from programming something allowing the suits operating system to take control of the movement inputs of the person wearing the suit temporarily to optimize a specific task?
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Fri Oct 01, 2010 12:40 pm

I'm curious, how can a suit module make the person inside more efficient when reloading (assuming it doesn't have direct mind control)? Partial speed mode would just make him do it quicker.

Well, if we are thinking hypothetically, the suit is basically an exoskeleton consisted of manufactured synthetic muscle controlled by an operating system that detects the wearers movement and exaggerates it to perform specific functions (enhanced strength/enhanced speed). What is stopping the manufacturers of the hypothetical Nanosuit from programming something allowing the suits operating system to take control of the movement inputs of the person wearing the suit temporarily to optimize a specific task?

well lets just hope they don't run any Microsoft software, or it would probably manage to make the player shoot himself! ;)
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Fri Oct 01, 2010 4:56 pm

Reading your comment Talon makes me guess that you never actually played a bit. I played the pre-alpha build, so what? You can't compare the perks to Nanosuit-Modules and call it a "clone". When you didn't play it, don't make a negative comparison. I mean... The perks are only available in the Multiplayer and consist of ultra-unfair inbalances like "Commando". Even so, I opened the thread for a suggastion for the SINGLEPLAYER and not the Multiplayer.
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Fri Oct 01, 2010 8:47 pm

what?? no more reloading faster when changing to speed mode?? and what about throwing grenades farther away with strength mode and getting less recoil?? was that also cut or transformed into a perk??
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Sat Oct 02, 2010 1:46 am

what?? no more reloading faster when changing to speed mode?? and what about throwing grenades farther away with strength mode and getting less recoil?? was that also cut or transformed into a perk??
... no
The Speed and Strengh mode are passive now to get acess to them while in cloak or armor. "transformed into a perk" isnt really the exact term. In armor mode you can throw a grenade further and your melee hits do twice damage.
User avatar
Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Sat Oct 02, 2010 1:09 am

Does Call of Duty have a proximity alert sensor perk that beeps when enemies are close?

Yes. It's called a heartbeat sensor. Most COD weapons can be attached with it.

Does Call of Duty have an enhanced visor perk which highlights enemies detected through scopes?

Yes. It's called a thermal scope. Most COD weapons can be attached with it.

The negative comparisons are coming due to a minority of the fan base of this game who are hoping that this game is to become unique when released, which is a philosophical impossibility, because it is already duplicating the best of other games and is defined as a first-person shooter which is not unique in principle.


Hey dude look their suit modifications they're there so you can adjust the suit to your play style. A sniper doesn't go into the field with no kinda of stealth modification does he? No why? because if your a stealthy type of person you want something you can use like enhanced cloak. Call of duty does not have that and if you say it does your a your lacking in understanding. A guy who likes to rush and fight rapidly is definitly gonna want to reload faster on the fly. yeah slight of hand is similar but their are alot of games that provide that kind of perk. Thermal scopes pick up on body heat not high light your target. The enhanesed visor highlights enemy's through a digital scope such as a sniper scope or red dot scope i'm assuming.

Your only arrgument is that it's gonna be like call of duty when its gonna be different in many aspects. you see call of duty does not fit the player in the game, just the players weapons and how they customize the weapon (which in my opinionis only half of what make MP fun. Crysis 2 lets you customize your suit to your style weather be sneaking around or running&gunning.
In my opinion the suit&how you customize it to your style makes you leathal in your own respect combine that with your weapon of choice and thats what make this game different because it allows each player to be diverse which in turn make combat diverse you'll always see different combination's each game. This turns your normal competitive make out session into a full out pirate bar brawl.

i don't want the same old static combat for the most part i want an experience were i have something new happen every game.
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Fri Oct 01, 2010 8:26 pm

Enhanced visor is just a better version of tactical mode, like the binoculars of crysis except you can shoot, sprint and go around while looking through them and Thermal vision is already in the suit by default as well, it doesnt require a perk you just press a button.
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Fri Oct 01, 2010 9:32 pm

Crysis 2 > COD. all i can say
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Fri Oct 01, 2010 1:23 pm

Hey dude look their suit modifications they're there so you can adjust the suit to your play style. A sniper doesn't go into the field with no kinda of stealth modification does he? No why? because if your a stealthy type of person you want something you can use like enhanced cloak. Call of duty does not have that and if you say it does your a your lacking in understanding.
Ghost/Cold Blooded perk, makes you invisible on radar + invisible to air-based killstreaks.

Your only arrgument is that it's gonna be like call of duty when its gonna be different in many aspects. you see call of duty does not fit the player in the game, just the players weapons and how they customize the weapon (which in my opinionis only half of what make MP fun. Crysis 2 lets you customize your suit to your style weather be sneaking around or running&gunning.
You have yet to explain how this is at all different to perks. Going "but it's a suit!" is meaningless. In COD, you pick from a selection of options that offers things such as faster reloading, longer knife lunge, faster sprint, etc. You customise it to your play style: sniping? You want perks to hide you on radar, and to improve sniping stability. Knifing? You want perks to make you sprint faster for longer, and to increase knife lunge distance. And so on, and so on.

In Crysis 2, you do the same. As for the "three tiers of perks", that's an extended version of COD's pro perk system.
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Fri Oct 01, 2010 10:30 pm

Hey dude look their suit modifications they're there so you can adjust the suit to your play style. A sniper doesn't go into the field with no kinda of stealth modification does he? No why? because if your a stealthy type of person you want something you can use like enhanced cloak. Call of duty does not have that and if you say it does your a your lacking in understanding.
Ghost/Cold Blooded perk, makes you invisible on radar + invisible to air-based killstreaks.

Your only arrgument is that it's gonna be like call of duty when its gonna be different in many aspects. you see call of duty does not fit the player in the game, just the players weapons and how they customize the weapon (which in my opinionis only half of what make MP fun. Crysis 2 lets you customize your suit to your style weather be sneaking around or running&gunning.
You have yet to explain how this is at all different to perks. Going "but it's a suit!" is meaningless. In COD, you pick from a selection of options that offers things such as faster reloading, longer knife lunge, faster sprint, etc. You customise it to your play style: sniping? You want perks to hide you on radar, and to improve sniping stability. Knifing? You want perks to make you sprint faster for longer, and to increase knife lunge distance. And so on, and so on.

In Crysis 2, you do the same. As for the "three tiers of perks", that's an extended version of COD's pro perk system.
The point is it isnt like cods perk system, because it doesnt give you a wide range of barely plausible abilities, It augments the abilities you already have in different ways. The nanosuit module system was made for singleplayer first so it's not a copy and you have a wide variety of modules to augment your suit so you can make your own playstyle. They don't have to be for stealth, sniping or knifing, you can make your modules completely different and still go for whatever playstyle you want because they don't give you abilities that compliment one specific way of playing, they compliment the nanosuit so If you want ,Stomp: Makes you punch the ground from heights damaging other players, Mobility: Makes you be able to do parkour like moves and move more fluidly and proximity alarm: Which beeps when an enemy player approaches, you can go anyway around it. All the playstyles are already there as a base the modules are just fun extras.
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Fri Oct 01, 2010 5:09 pm

The point is it isnt like cods perk system, because it doesnt give you a wide range of barely plausible abilities, It augments the abilities you already have in different ways. The nanosuit module system was made for singleplayer first so it's not a copy and you have a wide variety of modules to augment your suit so you can make your own playstyle. They don't have to be for stealth, sniping or knifing, you can make your modules completely different and still go for whatever playstyle you want because they don't give you abilities that compliment one specific way of playing, they compliment the nanosuit so If you want ,Stomp: Makes you punch the ground from heights damaging other players, Mobility: Makes you be able to do parkour like moves and move more fluidly and proximity alarm: Which beeps when an enemy player approaches, you can go anyway around it. All the playstyles are already there as a base the modules are just fun extras.

Oh, please. A perk that makes you "move more fluidly" is labelled as "augmenting abilities" and great, whereas "move faster and sprint for longer" is labelled as a "barely plausible ability"? The modules clearly compliment specific playstyles. Stomping is no use to a camper, mobility is no use to a sniper, proximity alarm is no use to a run-and-gunner because it'll beep all the time. The "playstyles" are already there in every game, and calling the modules "fun extras" is misleading, because someone with no modules will be at a huge disadvantage to someone with modules.
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Fri Oct 01, 2010 11:52 pm

The modules are based and rewarded around the suits abilities, yes.

The visor is for tactical mode: http://www.gamesas.com/gallery/screenshot/nanosuit_20_enhanced_visor
Proximity if for armour mode: http://www.gamesas.com/gallery/screenshot/nanosuit_20_proximity_alarm

So yes, modules will be unlocked depending on your play style, what modes you mainly use, etc. I believe Nathan clarified this in an interview quite a while back :)

That being said, the majority of modules (and how the tiers will effect them) have not yet been revealed, so i'm sure in due time there will be plenty more information available on them to discuss.
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Sat Oct 02, 2010 3:33 am

The modules are based and rewarded around the suits abilities, yes.

The visor is for tactical mode: http://www.gamesas.com/gallery/screenshot/nanosuit_20_enhanced_visor
Proximity if for armour mode: http://www.gamesas.com/gallery/screenshot/nanosuit_20_proximity_alarm

So yes, modules will be unlocked depending on your play style, what modes you mainly use, etc. I believe Nathan clarified this in an interview quite a while back :)

That being said, the majority of modules (and how the tiers will effect them) have not yet been revealed, so i'm sure in due time there will be plenty more information available on them to discuss.


Hopefully when more information is released it will help to differentiate the module system from the CoD perk system, since from what we have seen and heard so far, the system itself is exactly the same and the upgrades have a huge similarity... Same with the "skill - streak" system in Crysis 2 (comparing to CoD Kill - Streak), but that is for a different thread.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Fri Oct 01, 2010 9:27 pm

The point is it isnt like cods perk system, because it doesnt give you a wide range of barely plausible abilities, It augments the abilities you already have in different ways. The nanosuit module system was made for singleplayer first so it's not a copy and you have a wide variety of modules to augment your suit so you can make your own playstyle. They don't have to be for stealth, sniping or knifing, you can make your modules completely different and still go for whatever playstyle you want because they don't give you abilities that compliment one specific way of playing, they compliment the nanosuit so If you want ,Stomp: Makes you punch the ground from heights damaging other players, Mobility: Makes you be able to do parkour like moves and move more fluidly and proximity alarm: Which beeps when an enemy player approaches, you can go anyway around it. All the playstyles are already there as a base the modules are just fun extras.

Oh, please. A perk that makes you "move more fluidly" is labelled as "augmenting abilities" and great, whereas "move faster and sprint for longer" is labelled as a "barely plausible ability"? The modules clearly compliment specific playstyles. Stomping is no use to a camper, mobility is no use to a sniper, proximity alarm is no use to a run-and-gunner because it'll beep all the time. The "playstyles" are already there in every game, and calling the modules "fun extras" is misleading, because someone with no modules will be at a huge disadvantage to someone with modules.


Look no one here is making you get the game. and if you don't wanna play a game because your to single minded to grasp that crytec is trying to improve what you call the "perk system" then don't play the game. You are correct that play styles are their i will agree, but they give you a style and make you customize the weapons (Cod did give you a 2teir perk system that's all), but they dont give you is more than one style suited to you. I like the idea of suit modules because it give me the option(s) to in a match to play to my unique style (who knows maybe ppl who are relatively new can kick some butt better then ppl who play a lot more). call of duty never gave those options and thus never will. Give me more options for my armor, less character customization. give me better weapons that i feel like i would be able to use, less attachment's to the guns. My father served in the U.S. Marines and that was in the 1950's so when we go shooting we use the iron sights. I'd rather use iron sights over any red dot or ACOG scope, so i don't particullary care for weapon attachment's. I apologize in advance as it may seem I'm going on a tangent but I'm not this pertains to less weapon attachments and better weapons.
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Fri Oct 01, 2010 11:47 pm

You are correct that play styles are their i will agree, but they give you a style and make you customize the weapons (Cod did give you a 2teir perk system that's all), but they dont give you is more than one style suited to you. I like the idea of suit modules because it give me the option(s) to in a match to play to my unique style (who knows maybe ppl who are relatively new can kick some butt better then ppl who play a lot more). call of duty never gave those options and thus never will.

You've just said play styles are there and that weapon customisation will be done according to play styles, but then claimed that you can't have more than one play style in COD. There's a reason COD (and Crysis 2) have multiple class loadouts: it's precisely so you can have more than one play style. Again, you seem to be showing double standards here, claiming that the suit modules will give you options appropriate to your playstyle, while also claiming that COD perks do not and never will give options appropriate to different playstyles.


@Shin: Presumably the tiers will act in the same way as COD's perks: basic one has a certain effect, and higher tiers extend or improve that effect in various ways. As for "modules will be unlocked depending on your play style, what modes you mainly use, etc", that sounds very similar to the COD method, whereby completing "challenges" using the basic perks will unlock the pro version...in other words, I agree with Talon.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Next

Return to Crysis