Interactive Compound Wishlist

Feeling a bit nostalgic for the electric generators that used to control the compound lights.

So, now I'm thinking of what other fun bits on certain compounds might be fun to interact with.

Healing Waters, Arden Parish, and First Testimonial already have bells.

So some potential ideas I have for interactions:

Mill Wheels: The wheels at Weeping Stone, Sweetbell, and Split River can be disengaged or engaged with a lever, creating the noise famous at Weeping Stone

Lumber Mills can have the saws turn on and off, making noise and being a hazard.

Foundries like the Iron Works and Brickworks can have the furnaces ignited or extinguished. When lit, they make a loud blowing burning noise as air is sucked in through the intakes.

Spotlights at the Railyard and Prison should have an actual blinding effect when aimed, but need to be actively held in order to keep them supported.

I wouldn't mind some of the cannons or certain emplacements retaining a charge and load from years back, but the placement should be random, and they can't be reloaded during the match.

Just my thoughts. I doubt any of them will actually come to pass, but they're fun to think about.

Any other ideas as to what compounds might have a cool interaction aspect?

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u/Good0nPaper — 1 day ago

What are your avorite mech-scaled assault rifles?

Edit: *Favorite

Thank you mobile.

Basically what it says in the tin. When it comes down to brass tacks, what's your favorite mech assault rifle, and why? Cool? Realistic? Favorite to play with?

Fiddling with some semi-believable designs for a story, and need inspiration.

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u/Good0nPaper — 17 days ago
▲ 2.6k r/titanfall

Do these serrations serve a function?

I always see them when using Ronin's block, but I've only recently wondered if they'd actually provide any additional damage against an enemy titan, or if it's more for style.

u/Good0nPaper — 17 days ago

[TOMT] Movie (1930s-1950s) Adventure. Main thing I remember is the heroes have ti escape pursuit by lifting a stone eye above a fireplace, and pull a long cord out if it to open a secret passage to escape.

There's also a dark-haired woman who betrays the protagonist in some fashion near the beginning, and confesses it to him as she's dying from a wound. Rest of the details are fuzzy, sorry.

Edit: Additional info, the film I saw had color knot sure if colorized or technicolor) and sound.

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u/Good0nPaper — 28 days ago

Bounty Rework: Major Bounty, Minor Bounty

With the introduction of Wild Targets and Caged Bounties, the already middling Bounty Token value has gone WAY down, imo. Especially in this event where the speediest/closest team can yoink the Caged Bounty into the Balloon 5 minutes into the match.

So here's my thought.

Wild and Caged stays the same, ish. H$125, 4x Xp multiplier. These now become Minor Bounties.

Bounty Targets have Major Bounties. More money, and higher Xp multiplier.

AND, on extraction, bestows one Scarce/Burn trait of CHOICE to the carrier of that token; not the team. (This might also change Boss Targets dropping Trait spurs)

This can both encourage doubling down on double-bounty maps, AND coordination in a Trio with only two tokens.

Yes, I'm aware that Hunt Dollars are basically monopoly money at this point. My though process is the traits addition gives incentive to get the bounties and extract a little more weight than money alone.

And I don't want to touch Blood Bonds, since adding irl currency to bounty extraction feels like a bad idea. Plus Blood Bonds can be attained in the match anyway.

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u/Good0nPaper — 1 month ago

Eardrum trauma recovery time/requirements.

A character intentionally deafens himself for plot reasons. Looking for a method that would reliably do the job while still being able to recover naturally.

Said plot reasons are he has trigger phrases programmed into him, and its the only way he can think of to protect himself in the moment.

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u/Good0nPaper — 1 month ago

Poisoned Condition Feedback Concept

Poison's biggest weakness is there's no obvious feedback whether a Hunter has been poisoned. So, here's my fix.

In addition to the bullet-hit sound, there's the additional hissing sound (similar to poison bolts or when suppressed poison ammo hits near you), as well as a small skull icon by your crosshair that briefly pops up.

This audio-visual cue only appears if the Hunter is now poisoned, and does NOT appear if they have antidote.

This happens only if YOU deal the poison damage directly.

-Poison Ammo.

-Boison Arrow/Bolts.

-Poison Mine.

-Poison Bomb.

It doesn't apply to Hive Bombs or green barrels, even if you were technically the one to utilize them. Jury is still out if poison clouds from Mines Bombs and Bolts will also count, or if it should only on impact.

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u/Good0nPaper — 2 months ago

Suggestion: Antidote Rework

Edit: Yes, I am aware that everyone and their grandma wants Antidote reworked, especially with how prevalent it is with 4-shot Boons.

I just figure that this rework would still keep Antidote relevant while still giving poison ammo its own niche.


Instead of a Minute:Second Timer in the corner, have the timer be Seconds only. So a Strong Antidote bestows 600 seconds (currently), while a Weak Shot bestows 300. (Optional, but helpful for readability re: the following)

Here's the big change. Whenever you take Poison-type damage, that damage is inflicted directly onto the timer. So if you take 121 damage from a Poisoned bullet, the timer ALSO drops 121 seconds.

You'll still take adjacent damage as normal, like with Poison Ammo and Hives. But running through a poison cloud is relatively safe, as the damage goes ONLY to the Antidote timer. Just don't stand in it too long....

Granted, this might mean that the Antidote duration may need to he tweaked a bit. But the basic idea is that Antidote is no longer a perfect immunity to one of Huntxs damage types. Rather, the Antidote coursing through your veins is now having to actively counteract the poison, while the poison is eating away at the antidote.

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u/Good0nPaper — 2 months ago

Revisiting the Pirate Loadout: Dual-Wielding Saber and Pistol.

With the new loadout rework coming out, I'm wondering if Crytek may introduce this finally?

I imagine it would follow the new rules, with the Sizes of the weapons limiting the second slot. But curious if it would be some sort of preset with inly one pistol as the melee's counterpart, or if we might be able to choose up to a certain size?

I also assume it would be much the same as dual-weilding; no ads, hipfire only, just with a stronger melee than a Claw variant.

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u/Good0nPaper — 2 months ago

Best material for a see-through blindfold that can have a custom pattern added to it?

Sorry for low res, cropped from original image (The Outsider from Unexpectables C2)

u/Good0nPaper — 3 months ago

Do you put event badges front and center? Or your most upgraded badge?

Do you display a specific weapon, or a broad weapon type?

Mostly curious, since everyone's playstyle and experience is unique to them.

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u/Good0nPaper — 4 months ago

I know Hunt isn't really built around inventory management, which is fine! But I can think of a couple scenarios where maybe you want to let a newbie try out a gun they haven't unlocked, or maybe you want to bait a trap, where this niche might come in handy?

Otherwise the inly way to drop your gun is to find one in-world to pick up first.

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u/Good0nPaper — 4 months ago

Genuinely forgot it existed until I was referencing various guns for my Air Gun concept. Kinda curious, now.

u/Good0nPaper — 4 months ago