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Found 2 results

  1. Hallo -Can't wait XD

    Hey guys! My name is Magnus. I am really looking forward to Identity! To be honest, I have binge watched PowerGaming7's videoes Just to get as much info about this game. (I have of course read all of the Dev updates) I grew up in Denmark, and I still live in Denmark. I haven't been very active on the forums, but I have been "watching from the side". But I thought that I should introduce myself, to all of you guys One of the things, I am looking forward to the most, is the variation in roleplay. I don't know, I just feel like the mods for Gmod, Arma etc. does not give me the "tools" to roleplay probably. (I have played a lot of PERP, but it gets boring after about 5 hours. Also, it feels like people in these games, just want to kill you, so it is very difficult to interact with other people. But yeah. Hi
  2. Hello ladies and gentlemen hope you've all had a good holiday and 2015. Around this time next year we'll all be playing Identity! If you haven't already noticed this is the first post in the Ideas and Suggestions section so I thought I would start it off with something simple... yet so important. I will first go over the inventory, then I'll go over the controls/animation of the player and how it could be used in combat and other various things. The inventory shouldn't be a menu. (I know this sounds crazy but just hear me out) It should be what the players is wearing. For example: An undercover police officer is tailing someone through an ally, he watches the man pull a knife on someone. Instead of hitting a button and having his gun appear out of nowhere, or dragging and dropping an item to a weapon wheel; he uses what I call grapple (This will also come into play when I go further into animation.) He looks at his jacket, clicks his mouse drags it open finding his gun in the hidden compartment. then holds down the "e" key dragging his gun over into position. He then aims his gun at the thug and yell "freeze! your under arrest for attempted assault" He then does a similar action grabbing his handcuffs. He grabs the thug with one hand and holding down his mouse to open the cuffs and clicks once again cuffing him in. Animation should work with accuracy and precision not just button mashing. For example: Lets say you are a criminal on your way to the local city's jail. You are going over a bridge when suddenly get an idea. You see it all in your head, repair main checking the telephone wire, andthe "accident" that is about to happen. You see a trucker coming up in the other lane behind you going a little too fast, you have time. You start banging on the glass keeping you from the police officer. He opens the glass. "Stop it will y-" You lean over and take the wheel and send yourselves into the other lane crashing into the trucker. You rollover and over smashing into the guard rail. You grapple 2 (grapple for the lower body) You kick the window. It doesn't work. You then reach over and find the key to unlock your hand cuffs. You don't unlock yourself yet because you have a plan. You take the officers gun and shoot him, you then shoot open the window. You climb out seeing the red and blue lights approaching from the horizon. You still have time you go over to the repair man's crane who is about to lift himself up to the telephone wire. You pull your gun on him "lift the damn crane!" you say. He does as you tell him, and you then put your gun to his head. A group of police officers arrive. The state trooper pulls out a megaphone "Bring, the crane down or we will open fire!" he says. "Open fire and he dies!" You reach the top of the crane. You look at the telephone wire that leads straight down into a parking garage where your car is. You jump off the crane using your limited grapple tool to spread out your cuffed hands and use the handcuffs as a hook to slide down the broken telephone wire. You get into garage unlock your handcuffs. Get in your car and head for the swamps. Well this a... extended and imaginative way on how inventory and animation can be innovate. Part II will feature combat, stealth, and how it can be improved in certain scenarios