Holstered Pistol

Rupertvdb

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This may have been covered but when you are going down a lift with that woman, gordon zooms in on the vortigaunt doing his thing with Eli...but all the while you have your pistol dipped down....what is with that? Are we going to have some bits where you need to exercise control or is that imposed? Did anyone else notice that?
 
yep I did notice that.

but I want to shot my friends.
 
Yeah, I noted that too. They might disable your weapons during parts of the story in which key characters are unarmed and killing them would ruin the story. Sort of sucks a bit, but then, there's really just no good way to solve this problem: if they let you have weapons, then the characters have to be invincible just in case you ty to kill them. That's doubly stupid and irritating. So I guess, if there has to be some solution, this one isn't so bad.
 
I agree. As long as they don't give you a holster weapon button ;)
 
why carry a gun if there are no enemy's around? I mean, atleast not carry it in your hand...
 
what would happen if you run in to them? :p
 
maybe there is an automatic draw, perhaps certain maps are solely storyline and have no fighting? It would seem odd to do that though. Shall be something to see how they implement it.
 
It might be for discussion.. I mean the AI dislike when you points gun at them, and he lowers the gun so NO ACCIDENT will appear =)
 
That would be awesome! You have to maintain etiquette around the NPC's!
 
you could be right....kinda like in Goldeneye on the N64 (if anyone played that game)
 
I sort of like the way Call of Duty works where if you point a gun at a friendly, the crosshairs turn into a green friendly picture with a no sign on it and you can't fire at them.
 
i wouldn't like not being able to fire but i would like it if you had to behave yourself, half life was right in that shooting a npc would make the others mad but if you walked right up to them or shot near them in a non combat bit they didn't care. It would rock if you have to keep everyone happy for them to help you.
 
Well if any of you have seen the video with Father Gregori it happens then too, it seems to be only when you aim at a friendly... Hopefully there will still be some way to murder your friends tho. :P
 
Well, we know that you'll be able to shoot your friends in some parts of the game after all. Like Barney. But then, who DOESN'T shoot at Barney? :)
 
Apos, do you remember our talking about Dual weapons at the same time....

OK, what do you think after seeing Halo 2 implementing this technique ?

I think it will be very cool idea to have it done in HL2 ..............right?
 
You can pretty much come to a solid conclusion that your weapons will be holstered when dealing with most STORY related friendlies. I say most because at one point you may not be allowed to kill them, and in another quick shift of story you can[Although the latter doesn't happen often--unless it is a throw away char]. If you kill X required friendly = game over. Based on the E3 videos, whenever you have the CROSSHAIR pointed at a friendlies actual model, Gordon holsters it. This not only lets the player know that this is a current/story related player, but it lets you know who you can and cannot fire at, if you don't want your game to end. So if my gun isn't holstered when I walk up to a random civilian, they better start running =p.

I only say this because in the strider video gordon doesn't holster his gun when moving it over the random people, but he does in the scene with father gregory

Perfectly implemented by Valve.
 
i would be really suprised if you can't shoot at all characters good or bad. It would make it too strange in combat. I can't believe Eli will never be in a situation where you have to protect him etc. I think it's more likely that the game will stop you if you kill a npc and tell you you've failed.

i.e. 'sh*t you killed eli, his wooden leg was a super atom bomb designed to d3s+r0y teh $+r1d00rz
 
would be really suprised if you can't shoot at all characters good or bad. It would make it too strange in combat. I can't believe Eli will never be in a situation where you have to protect him etc. I think it's more likely that the game will stop you if you kill a npc and tell you you've failed.

No, you are wrong. The E3 videos prove that I am right, without a doubt.

Watch the scene with father gregory, who is an important obvious NPC at the moment, and compare it with throw away characters like civilans. Then compare it to Eli, etc.
 
Maybe it's just a player-controlled game version of a safety-catch? Holster your weapon, and then press fire once to point it again, then after that it fires normally?
 
that would also be awesome, in fact i like that idea the best, would make senseless killing that much more brutal but also prevent annoying accidental murderous actions.
 
Maybe it's just a player-controlled game version of a safety-catch? Holster your weapon, and then press fire once to point it again, then after that it fires normally?

Nope, watch the video with father gregory. It was automatic. The gun was holstered the SECOND the crosshair came in contact with the player friendly model. As soon as the crosshair left the player model, the gun is unholstered.

Thats just the way it is.
 
Polykarbon said:
Nope, watch the video with father gregory. It was automatic. The gun was holstered the SECOND the crosshair came in contact with the player friendly model. As soon as the crosshair left the player model, the gun is unholstered.

Thats just the way it is.

d/ling vid now.
i just assumed that in a hypothetical 'rescue teh $c13n+1$+' situation it'd be too easy if you couldn't accidentally shoot him. i.e - looking through sniper lens watching a zombie grab important npc - shoot but accidentally aim at sci - trigger doesn't work. that'd just be silly.
 
Well, that's an entirely different situation. I just believe that its a subtle effect added. The effect itself is seemless anyways, which is great because Half-Life 2 keeps the same style of weapon switching as 1. I always hate games that make you go through a weapon switch animation phase. At the end of the day nobody cares...they just want to fire the weapon. HL2 just makes a quick animation that brings the weapon out[very quick], and it works perfectly[as it did in HL1].

I am sure if you have a sniper rifle/grenade you can still kill/launch important friendlies 50 feet in the air, but its going to be game over for ya. Of course I cannot no what Valve will do in the future, but it seems likely that they will keep this "friendly" protection feature.

Besides, in the situation you posted, they could just toggle the feature protection off, and if you kill the Zombie its turned back on--if you hit and kill the friendly its game over.

Simple enough =p.
 
Polykarbon said:
if you hit and kill the friendly its game over.

Simple enough =p.

so why not for continuity's (and realisms) sake make that the case in all situations?
 
Because simply; that is not how you develop a game.

I am speaking from PURELY a development perspective. It is just something you do not do. This is the way it is done, and the way it will always be done--

You let the players kill/mess around with any of the throw away characters, because at the end of the day when you beat the game, they do not matter. Player protected friendlies do matter, and if,[Example]Alyx isn't in your arms at the end of HL2, then you failed. So to have her killed early game and continue on would negate itself and the game would crumble to it's own story.

You cannot even dare to justify and balance realism/fun/continuation of a story when talking about killing throw aways/important friendlies. You have to make a choice.

Why would the game end because you killed a non-important character to the story? Doesn't seem logical, especially in a game like Half-Life. In Splinter Cell...yes, that is easily plausible.
 
You guys think of the p[ossibility that the sections where gordon doesnt have a weapon are taken from the start of the game?? Remember in half life 1 you dont get a weapon for a good 20 mins of gameplay and the section with Eli Vance seems to be the first time you see him in the game so it seems plausible that its from somewhere in the begining of the story.

I'm probably totally wrong but its worth considering...
 
LOL, aren't you guys reminded of someone else with all this talk about "friendlies"? :D

I like the holstering, it makes sense, because in real life, it wouldn't make a pleasant conversation with your 'friendlies' (:D) when you have your gun drawn out and pointed at them. Holstering makes sense.
 
Well, we are talking about points where Gordon is obviously holstering, because you can see the pistol held down, and a friendly manner. Yes though, there are also scenes where Gordon doesn't have a weapon, but we arn't talking about those =p.
 
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