Ecshon Autorez
Villore Sec Ops Gallente Federation
228
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Posted - 2014.02.06 06:01:00 -
[1] - Quote
Nova Knife wrote:When it comes to revives, the entire system needs to be revamped. I'll write a bigger post on how this should work, but essentially there should be persistent "overkill" HP. For example, A person is "Incapacitated" after being brought to 0 armor. if someone has 100 overkill HP, you would have to do more than 100 damage past their armor to "Kill" them, and they would not be able to be revived. If killed and dealt 48 of that overkill HP, they could be revived and survive another 52 overkill damage before being fully "dead". Players' not "dead" and incapacitated should be clearly visible as such and easily finished off. Revives should only be happening if a teammate saves someone just after they go down by killing their killer or forcing them to flee. No one should be getting "Kill" or "Death" stats unless the victim is down for good. [Source]
TL;DR Give everyone a non-regenerating invisible HP bar that affects whether or not they can be revived.
I think that this is a good idea, not even taken in context of preventing WP farming, but overall.
Overkill cannot be regained and is taken from excess damage when being killed and taking hits whilst bleeding out.
Example of excess damage taking Overkill HP
You have shields, armor, and overkill HP (in this case I'll use his example of 100). Shields don't matter in this scenario (gone). You have 50 armor left, you take damage for 62. You die and wait for a revive. Because 50-62=-12 you lose 12 hp from your Overkill HP dropping your Overkill HP from 100 to 88.
You wait for someone with a nanite injector. You get revived and repped back to 100% armor. You go back out into the fray and die again, you get revived again as well. This continues till your Overkill HP is 24.
You have 12 armor left and are shot for 41. 24-41 gives an excess damage of 17, so the extra 17 goes to your Overkill HP and reduces that. This drops you from 12 Overkill HP to -5, having your Overkill HP dropped to 0 (or in this case, past it) means that your death is permanent and you cannot be revived.
Example of finisher damage taking Overkill HP
You get killed and the excess damage took you to 98 Overkill HP, you're waiting for a revive. An enemy comes over and shoots your body to finish you off. He deals 98 or more and you die permanently.
Rest of the stuff
I say invisible, but I think it should be visible while bleeding out (and perhaps when at a SD), just that it's normally invisible.
Other things can still prevent revival, such as headshots, explosives, and bleedouts. (any insta-clone-death stuff)
This would be tied to your clone and not your suit, so switching out at a SD wouldn't return you to full.
Overkill HP would take a slight increase to all damage dealt. (or at least Finisher damage should (I'm defining Finisher damage as any additional rounds to hit your body after the killshot)) (like 110% or something)
Things it would majorly affect
Farming. This would help to stop WP farming (although if one reads that thread they did a fix, and I haven't seen any obvious farming in awhile, so I guess it's working)
Stop griefing in matches where FF is on. By making it nonrecoverable it would become *virtually impossible for a teamate to continue killing and reviving you without ultimately emptying you Overkill HP, killing your clone and allowing you to respawn somewhere else. (*If they managed to do the exact amount of damage needed to kill you each time without any excess they could still do it though)
Regular play. Not much to say, if you die, you'll probably lose Overkill HP, keep dieing and you'll lose your clone.
Kamikaze attacks. By giving people a nonrecoverable HP bar that determines whether they can be revived or not it would stop people from (or at least make them think about it before-hand) performing suicide attacks to take out a group of enemies with the mindset of "The logi'll just pick me up." (something I don't really see that often though)
Protostomping & groups with dedicated logis. Sure, when you protostomp with a group your nigh unkillable, and those few times someone kills you your logi will just revive you. ---- This would mean that even if a logi is keeping a group alive with a nanite injector, eventually they will die permanently.
Why I like it
(firstly, see the above list) (For 1 I just kind of like it) I hate it as much as the next guy to lose an expensive fit, but there's only so many times a person should be able to cheat death by means of nanite injector before they're forced to die and lose it. I think there are more reasons, but I forgot them whilst typing this post.
Recruiter Link
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