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Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.07.21 02:21:00 -
[1] - Quote
Jumping I would like the jump to be based off how long you hold down the jump button, not to terrible long just enough to keep people from bunny-hopping, I would also like unless you were aiming down your sights, your hipfire cross hairs went wide.
Sliding Should be based off how fast your going while sprinting, and sprinting its self should build up to maximum speed, it could be use the crouch button by holding while sprinting to do start a slide, also when the slide ends you would come up into the crouch position
Diving Should be a meter dive that flings the character forward a meter or two, when they are standing still, it would take a few second for the player to get up into a crouching position I would think diving should be add for those times when you need to get out of the way fast.
A incredible compressed version of the original with amends made. |
Renzo Kuken
Seraphim Initiative. CRONOS.
369
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Posted - 2012.07.21 03:03:00 -
[2] - Quote
Avenger 245 wrote:I would like a more intuitive and flowing combat mechanic, if you read the entire thread then you will see how each thing is balanced to avoid overt abuse, I would appreciated other peoples idea on this and why or why not they would want it and how they balance it if it were added.
I know its a lot to read but bear with me I included ways to stop people from abusing each system, make each system intuitive and even suggested ways to help people using kb/m it is a truly comprehensive thread on a idea so read it all the way though and you will be impressed.
there is a short list at the bottom which i compressed into this... into 7 lines... dont expect much from it
--stuff on jumping Right now people like to bunny hop and keep on shooting while there airborne. I think this is unrealistic, and abuse of the mechanic of the game, so how about the height of the jump is based off how long you held the jump button, now before you jump to anything I talking in milliseconds 0.10 sec 0.20 sec 0.30 sec that way if someone just quickly taps the jump button rather than flying up they would get short skips that hardly accomplish anything. This way people can also control the height of their jump up to a cap, so no holding it for a minute and jumping up into space.
Another thing I think should be add to jump for added realism is that the direction and distance you jump is based off your direction and speed when you jumped, you could till rotate in air you just couldnGÇÖt alter your trajectory that was decided when you left the ground. I think by implementing this stuff it will make it harder to abuse jumping and make jumping a useful tool for getting around, rather than a valid combat mechanic.
--stuff on sliding I would like to see sliding, because it would add an interesting mechanic to the game and give more option to the player on the fly. I think the length of your slide should be decided by the sprint speed you were going, and it shouldnGÇÖt be that long of a slide maybe a meter or two. Some speed tank scouts could maybe get an impressive 3 meter slide simply because theyGÇÖre so focus on speed. The slide wouldnGÇÖt be a imminently useful only when your sprinting so players cant just hit the sprint and rapid tap the slide button to slide around. It should be limited by the speed they were going and sprint should build up to maximum speed.
As for not knowing where to but the button I think while sprinting if you hold the crouch button you character goes into a slide and then comes up into a crouching position. Unlike some people I donGÇÖt think sliding should require stamina to use it should eat up a bit to initiate it, but since most of the slide is powered by your sprint that already used stamina I think it shouldnGÇÖt eat it up while sliding.
--stuff on diving I would like to see a properly used, realistic use of this ability, so before you go post no please read. Diving should be activated by hold the crouch button while standing still. When the player dives they might get a meter, scout could get a meter and half. But when the player belly flops they should take a bit a damage to show the wear on the suit and there should be a short period of time a second or two where the player shifts into the crouch position, and they for not in a position to dive again. They length of the dive could also be decided by how long crouch is held and of course give it a cap so it can be used to superman fly across the map.
--stuff on intuitive combat now if you read all of the above some of this should make since, if not go a head on post your incredible unimaginative post 2 characters long and starting with N. when player hit the crouch depending on the object they our near the crouch self adjust, to what cover is being used, so only a small portion of them is seen, this way it doesnGÇÖt slow combat down and still allows the other player to shoot at them but it also allows the player take a quick break while the other adjust his aim to compensate. Player couldnGÇÖt shoot behind cover they would just get a better cover from a wide range of object, but still be killable even partially behind something.
I think that if a player is sprinting and quickly taps the crouch(.10 .20 sec) rather than holding it for a bit goes into a dive that does everything a regular dive does except doesnGÇÖt last as long as a slide, so player donGÇÖt go sliding into walls and such they could control the distance. A dive while sprinting should be only marginally longer than a regular dive.
--stuff on button a lot of this relies on the time a button is held, basically the difference between a quick tap and solid tap or a desperate hold as you beg the gaming deitys to not curse you with lag. Is really what separates each action from one another so its up to CCP I think this is a good idea if done correctly and explained correctly to new players. And on one last note since Kb/m support is going to be added might as well help them out and allow them to decide whether to assign the different commands of crouch to different buttons, since it might be harder to do a quick tap or a regular press on a keyboard.
--Simplifed List jumping height based off time button held Jumping trajectroy based off orginal orginal vector add Sliding based off sprint speed Add dving allow dving while sprinting when crouching, uses more of the cover provided diffrent action based off time button is held
how is shooting while jumping unrealistic?
i went to the gun range just to prove you wrong |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.21 04:01:00 -
[3] - Quote
You already can't control your movement direction in mid-air.
Sliding is a well-supported suggestion that's been made many times. Some like it, some don't.
Diving doesn't sound AT ALL intuitive, realistic or practical in a coding sense based on how you described it. Neither does preventing players from shooting in mid-air, and neither does the suggestion for variable jump height.
Crouching already helps you to better take advantage of cover. If you mean a "snap to cover" system, that DOESN'T work in FPS games very often at all, and would be a bad idea here. And the way you explained it sounded, once again, like something that would be near-impossible to code, and even when done, counter-intuitive to gamers rather than an improvement.
So... pretty much... Sliding, yes. But we already have threads on the topic. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.07.21 04:22:00 -
[4] - Quote
compresssed and edited... really compresssed |
Yun Vulgaris
8
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Posted - 2012.07.21 07:59:00 -
[5] - Quote
I like the suggestion about spring speed build up.
Could give heavy suits a higher max speed, in return for lower acceleration, etc |
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