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Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
|
Posted - 2012.08.24 19:45:00 -
[1] - Quote
I believe the dampeners actually are unrealiscically overpowered. I say this because part of my enjoyment of using the dampeners comes from the thrill or rush of using the dampeners at the very last second. However having actually Parachuted/Skydived before I know that there is certain point in a fall due to the speed of the fall that if friction is applied to late a person will receive injury or death regardless if the friction is applied. Instatntly stopping at the last second from a ridiculous speed (without any gradual decent in speed) should result in a players death even if its due to the dampeners. Its not the fall the kills a person but the sudden stop of a person's body against other objects or even one's internal organs against their body. As proven with NASA's recent land rover landing on Mars, a safe landing from fast speeds in a limited amount of distance & time requires specific applications of opposite power/force/thrust at desginated times.
A solution to the current overpowered dampeners would be requiring the dampeners to be deployed by a set distance. This would also give a greaters sense of urgency & importance in quickly & properly applying the dampeners. A helpful indication for deploying dampeners could also implementing by a color code in which the dampener deployment words would change from GREEN to YELLOW to ORANGE to RED. Green & Yellow would mean that if deployed at that time you would result with 0 damage. Orange would mean that you'd result with significant shield or health damage. Red would mean that you unavoidably are going to die, have failed at life again & should start thinking about the next dropsuit loadout to select. Actually there should be no Red indicator. The activate dampener words should be replaced by the spawn location selection sreen, lol.
As for the actual fallen characters I would find it completely hilarious to witness a character die from "getting hit hard... by the ground", lol. I would actually take the time to stop and laugh at that even though that would more-than-likely actually get me killed by someone else. I wouldn't mind at all having someone else's improper or failed dampener deployment causing me to die laughing. It would totally be worth it & I'd actually pay good ISK to see that, lol. Never got old in Battlefield 1943, oh how I loved seeing that. I <3 N00BS.
In conclusion this change would make free-fall dampener application more realistic, more challenging, & most importantly more entertaining |
Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2012.08.24 19:53:00 -
[2] - Quote
Um, how is this overpowered? This seems like effectively a cosmetic issue to me. The dampeners don't affect anything except your ability to land safely from a fall, so whether you apply it early or late it has exactly the same affect on gameplay (other than possibly delaying your landing by a couple seconds).
So, while it might be a nice little tweak, I don't see it as a priority. |
Randrii
Seituoda Taskforce Command Caldari State
121
|
Posted - 2012.08.24 20:05:00 -
[3] - Quote
Inertia is a property of matter thhat makes an object want to stay in its current state. an object in motion will stay in motion and an object at rest will stay at rest unless acted upon by an outside force. Inertial dampners would, logically, dampen or reduce the inertia of an object. This means that the object (or soldier in this case) would contain litte to no inertia.
What I'm saying basically, is that a soldier with inertial dampners would be affected by any outside forces, including the force of the ground smacking into him.
Also, Its a video game so who cares if it's realistic or not. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.08.24 22:34:00 -
[4] - Quote
Randrii wrote:Inertia is a property of matter thhat makes an object want to stay in its current state. an object in motion will stay in motion and an object at rest will stay at rest unless acted upon by an outside force. Inertial dampners would, logically, dampen or reduce the inertia of an object. This means that the object (or soldier in this case) would contain litte to no inertia.
What I'm saying basically, is that a soldier with inertial dampeners would be affected by any outside forces, including the force of the ground smacking into him.
Also, Its a video game so who cares if it's realistic or not.
You are essentially correct. Especially that it is fiction :P
The fictional theory behind Inertial Dampeners is that it is a field which encapsulates whatever is within it, protecting it from sudden changes in inertia.
The problem with activating the dampener in DUST too soon, is that it really makes you vulnerable to attack, as you float slowly towards the ground.
One real life inertial dampener is an egg in a glass of water. Dropping the egg without the water, it brakes upon contact. Dropping the egg, glass and water as a whole, the egg has a good chance of surviving the impact. The glass and water dampens the inertia, and distributes the inertia change evenly on the egg surface.
On a side note, this trick about being submerged in a cocoon of water won't really work on humans. |
Icy Tiger
496
|
Posted - 2012.08.24 22:56:00 -
[5] - Quote
Then again, this is the future. Technology has evolved from being strips of specialized cloth to full out air pressured inertia dampeners. Yes, it is unreal, but I think this comes pretty low on a "list of things to fix before release". |
Mr Funless
Seituoda Taskforce Command Caldari State
191
|
Posted - 2012.08.25 01:09:00 -
[6] - Quote
Kro'nak Ragnok wrote: I believe the dampeners actually are unrealiscically overpowered. I say this because part of my enjoyment of using the dampeners comes from the thrill or rush of using the dampeners at the very last second. However having actually Parachuted/Skydived before
You lost me there. It's a game.
|
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.08.25 03:42:00 -
[7] - Quote
dampener is fine,
We just need more dropships for doing it tbh |
Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
|
Posted - 2012.08.25 14:47:00 -
[8] - Quote
Mr Funless wrote:Kro'nak Ragnok wrote: I believe the dampeners actually are unrealiscically overpowered. I say this because part of my enjoyment of using the dampeners comes from the thrill or rush of using the dampeners at the very last second. However having actually Parachuted/Skydived before You lost me there. It's a game.
Well the part that it appears that I have lost you on is that I was comparing the Parachute's property of lowering the inertia that a person aquires during a very high free fall decent to that of the Inertia Dampener's property in Dust 514. Simply put they both perform the same function, "allow a person to survive extremely high falls that otherwise would naturally kill them".
As for the "it's a game" response, I respect your desire to dismiss & not care about the added complex & minute details in this game. Some people want to buy into the whole technology & history of the EVE universe... and some people just want to point & shoot. "To each their own". |
Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
|
Posted - 2012.08.25 14:57:00 -
[9] - Quote
Icy Tiger wrote:Then again, this is the future. Technology has evolved from being strips of specialized cloth to full out air pressured inertia dampeners. Yes, it is unreal, but I think this comes pretty low on a "list of things to fix before release".
+1 to you good Sir. I agree with everything you are saying & that is why I didn't create this post in the Technical Support/Bugs section but chose rather to create it in the Feedback/Request section. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.08.25 15:47:00 -
[10] - Quote
Forget it. Another physics mystery that isn't worth worrying about. Like how shields stop projectile and energy attacks without your merc even being knocked over.
Forget physics. This is Soft Sci Fi. |
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.25 15:50:00 -
[11] - Quote
... Or how its space based counterpart uses submarine mechanics (fan explained by gravity pull drives) |
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.08.25 15:57:00 -
[12] - Quote
Other planets - different gravity. |
Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
|
Posted - 2012.08.25 16:14:00 -
[13] - Quote
Goric Rumis wrote:Um, how is this overpowered? This seems like effectively a cosmetic issue to me. The dampeners don't affect anything except your ability to land safely from a fall, so whether you apply it early or late it has exactly the same affect on gameplay (other than possibly delaying your landing by a couple seconds).
So, while it might be a nice little tweak, I don't see it as a priority.
Overpowered was the wrong thing to say. What I should have said was that the Inertia Dampeners are too effective beyond reasoning. As for my complaint with the inertia dampeners, it is not in what they do but rather "how fast in which they do it". I understand each of the base words in "Inertia Dampener", (a maintained current state of motion/momentum & weakening an object or an effect). However my problem is that the Inertia Dampeners should not "INSTANTLY" remove "ALL" the fatal/harmful momentum of a free-falling individual.
"Oh look, I have 1 second until I hit the ground. Yay! I survived because I applied the Inertia Dampeners before I literally hit the ground".
Thats obviously an extreme case scenario. But my point is that DISTANCE is not taken into consideration in the application of the Inertia Dampeners. This means that the Inertia Dampeners are instantly successful regardless of the achieved velocity of a person & their distance from the ground. If its being said that Inertia Dampeners remove all fatal momentum regardless of velocity, "instantly", would that not imply that an exact opposite force would have to be applied in the same amount of time, "instantly". Would that same opposite force be just as deadly or at least harmful when applied instantly? An instant stop shouldn't have the same physical results as a gradual stop.
In the end, I am simply posting a "request" a request for a more advanced application of the Inertia Dampeners in the "Request" section of the forums. I believe it would add a modicum of skill to its application & create a great sense of risk/reward in its optimum use. I know its not an essential or needed change & I don't expect or demand it to be in any of the future beta builds or even the full finished game. Its simply a request. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.25 16:57:00 -
[14] - Quote
....................not sure if srs about OP |
Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
|
Posted - 2012.08.27 15:33:00 -
[15] - Quote
Mavado V Noriega wrote:....................not sure if srs about OP
Simply put what I'm saying is that logically/technically there should be a point where applying the Inertia Dampeners too late should result with the player not survivng the lethal fall unharmed or not surving the fall at all. This would be similar in how applying the brakes to a vehicle too late or opening a parachute too late would result with injury or death. I also believe an active color changing of the Inertia Dampener activation words would make the drop slightly more interactive & have a greater sense of urgency. However what I really would like to see are last second Inertia Dampener activators actually dying from their late applictions. |
Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2012.08.28 00:12:00 -
[16] - Quote
In other news, I can't believe I fell into the affect/effect trap. I don't think I've ever confused those words before.
I do like the request from the immersion perspective and would love to see it implemented in the future, it's just way, way back in the queue as I see it. |
NopeNopeNope
Osmon Surveillance Caldari State
4
|
Posted - 2012.08.28 01:05:00 -
[17] - Quote
It's not a parachute, its magic. Don't try your real life mumbo jumbo on magic, it isn't going to work.
It's probably the same thing that allows a Stiletto to slow down from 10km/s to 0m/s in a few seconds without ripping itself apart. |
Sardonk Eternia
Multnomah Interstellar Holdings Inc.
67
|
Posted - 2012.08.28 01:48:00 -
[18] - Quote
Lack of real-world realism does not mean it's overpowered. Unless you can state a gameplay reason why there's a problem, there isn't a problem. |
Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
|
Posted - 2012.08.28 16:04:00 -
[19] - Quote
Sardonk Eternia wrote:Lack of real-world realism does not mean it's overpowered. Unless you can state a gameplay reason why there's a problem, there isn't a problem.
My use of the word "overpowered" was due to the Inertia Dampeners being stronger/better than they are suppose to be with the problem being that no matter how late they are applied the player is incappable of dying from their fall or even taking any damage at all from it. As for the gameplay, this problem doesn't break the game which is why I have posted this under the "Request" section instead of Technical or Bugs section. This "request" simply is to promote a more realistic game & less of an arcade game despite people being against it. I realize that I shouldn't have used the word "overpowered" & that, (like everyone else has been saying), I shouldn't be expecting Dust 514 to be such a serious game.
However my request still stands for CCP to apply or dismiss. |
Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
|
Posted - 2012.08.28 16:08:00 -
[20] - Quote
Goric Rumis wrote:In other news, I can't believe I fell into the affect/effect trap. I don't think I've ever confused those words before.
I do like the request from the immersion perspective and would love to see it implemented in the future, it's just way, way back in the queue as I see it.
I agree with you 100%. Even though this request is more than likely at the bottom of CCP's to fix/adjust list I still hope for its implementation. I am a person of patience so I have no problem waiting. +1 to you Good Sir! |
|
tribal wyvern
ZionTCD Legacy Rising
675
|
Posted - 2012.08.28 16:39:00 -
[21] - Quote
Kro'nak Ragnok wrote: I believe the dampeners actually are unrealiscically overpowered. I say this because part of my enjoyment of using the dampeners comes from the thrill or rush of using the dampeners at the very last second. However having actually Parachuted/Skydived before I know that there is certain point in a fall due to the speed of the fall that if friction is applied to late a person will receive injury or death regardless if the friction is applied. Instatntly stopping at the last second from a ridiculous speed (without any gradual decent in speed) should result in a players death even if its due to the dampeners. Its not the fall the kills a person but the sudden stop of a person's body against other objects or even one's internal organs against their body. As proven with NASA's recent land rover landing on Mars, a safe landing from fast speeds in a limited amount of distance & time requires specific applications of opposite power/force/thrust at desginated times. A solution to the current overpowered dampeners would be requiring the dampeners to be deployed by a set distance. This would also give a greaters sense of urgency & importance in quickly & properly applying the dampeners. A helpful indication for deploying dampeners could also implementing by a color code in which the dampener deployment words would change from GREEN to YELLOW to ORANGE to RED. Green & Yellow would mean that if deployed at that time you would result with 0 damage. Orange would mean that you'd result with significant shield or health damage. Red would mean that you unavoidably are going to die, have failed at life again & should start thinking about the next dropsuit loadout to select. Actually there should be no Red indicator. The activate dampener words should be replaced by the spawn location selection sreen, lol. As for the actual fallen characters I would find it completely hilarious to witness a character die from "getting hit hard... by the ground", lol. I would actually take the time to stop and laugh at that even though that would more-than-likely actually get me killed by someone else. I wouldn't mind at all having someone else's improper or failed dampener deployment causing me to die laughing. It would totally be worth it & I'd actually pay good ISK to see that, lol. Never got old in Battlefield 1943, oh how I loved seeing that. I <3 N00BS. In conclusion this change would make free-fall dampener application more realistic, more challenging, & most importantly more entertaining
............................what? so now the dampeners are OP??? OK so what next? OP MCC??? OP war barge?...........oh wait...................OP MQ coffee table!!!! Geezer give it a rest with OP this and OP that, you people who claim everything is OP are going to ruin dust! Have you ever used a free fall dampener? Nope, because they don't exist. So how can you claim something is OP if you never used one???? Same goes for alleged OP forge guns , ever use one?? No
|
XxStonedAssassinxX
Zumari Force Projection Caldari State
1
|
Posted - 2012.08.28 17:52:00 -
[22] - Quote
Kro'nak Ragnok wrote: I believe the dampeners actually are unrealiscically overpowered. I say this because part of my enjoyment of using the dampeners comes from the thrill or rush of using the dampeners at the very last second. However having actually Parachuted/Skydived before I know that there is certain point in a fall due to the speed of the fall that if friction is applied to late a person will receive injury or death regardless if the friction is applied. Instatntly stopping at the last second from a ridiculous speed (without any gradual decent in speed) should result in a players death even if its due to the dampeners. Its not the fall the kills a person but the sudden stop of a person's body against other objects or even one's internal organs against their body. As proven with NASA's recent land rover landing on Mars, a safe landing from fast speeds in a limited amount of distance & time requires specific applications of opposite power/force/thrust at desginated times. A solution to the current overpowered dampeners would be requiring the dampeners to be deployed by a set distance. This would also give a greaters sense of urgency & importance in quickly & properly applying the dampeners. A helpful indication for deploying dampeners could also implementing by a color code in which the dampener deployment words would change from GREEN to YELLOW to ORANGE to RED. Green & Yellow would mean that if deployed at that time you would result with 0 damage. Orange would mean that you'd result with significant shield or health damage. Red would mean that you unavoidably are going to die, have failed at life again & should start thinking about the next dropsuit loadout to select. Actually there should be no Red indicator. The activate dampener words should be replaced by the spawn location selection sreen, lol. As for the actual fallen characters I would find it completely hilarious to witness a character die from "getting hit hard... by the ground", lol. I would actually take the time to stop and laugh at that even though that would more-than-likely actually get me killed by someone else. I wouldn't mind at all having someone else's improper or failed dampener deployment causing me to die laughing. It would totally be worth it & I'd actually pay good ISK to see that, lol. Never got old in Battlefield 1943, oh how I loved seeing that. I <3 N00BS. In conclusion this change would make free-fall dampener application more realistic, more challenging, & most importantly more entertaining
go watch the ccp vids its not unrealistic nub and if u think you know so much about how a game should be get off your ass n get a job in game design cause no one gives a **** about your 2cents
|
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.08.28 18:41:00 -
[23] - Quote
XxStonedAssassinxX wrote:Kro'nak Ragnok wrote: I believe the dampeners actually are unrealiscically overpowered. I say this because part of my enjoyment of using the dampeners comes from the thrill or rush of using the dampeners at the very last second. However having actually Parachuted/Skydived before I know that there is certain point in a fall due to the speed of the fall that if friction is applied to late a person will receive injury or death regardless if the friction is applied. Instatntly stopping at the last second from a ridiculous speed (without any gradual decent in speed) should result in a players death even if its due to the dampeners. Its not the fall the kills a person but the sudden stop of a person's body against other objects or even one's internal organs against their body. As proven with NASA's recent land rover landing on Mars, a safe landing from fast speeds in a limited amount of distance & time requires specific applications of opposite power/force/thrust at desginated times. A solution to the current overpowered dampeners would be requiring the dampeners to be deployed by a set distance. This would also give a greaters sense of urgency & importance in quickly & properly applying the dampeners. A helpful indication for deploying dampeners could also implementing by a color code in which the dampener deployment words would change from GREEN to YELLOW to ORANGE to RED. Green & Yellow would mean that if deployed at that time you would result with 0 damage. Orange would mean that you'd result with significant shield or health damage. Red would mean that you unavoidably are going to die, have failed at life again & should start thinking about the next dropsuit loadout to select. Actually there should be no Red indicator. The activate dampener words should be replaced by the spawn location selection sreen, lol. As for the actual fallen characters I would find it completely hilarious to witness a character die from "getting hit hard... by the ground", lol. I would actually take the time to stop and laugh at that even though that would more-than-likely actually get me killed by someone else. I wouldn't mind at all having someone else's improper or failed dampener deployment causing me to die laughing. It would totally be worth it & I'd actually pay good ISK to see that, lol. Never got old in Battlefield 1943, oh how I loved seeing that. I <3 N00BS. In conclusion this change would make free-fall dampener application more realistic, more challenging, & most importantly more entertaining go watch the ccp vids its not unrealistic nub and if u think you know so much about how a game should be get off your ass n get a job in game design cause no one gives a **** about your 2cents
Actually, they kinda do... it is the beta feedback forum.
Anyway, don't really care for turning the dampener into a parachute, its more fun and technical now.
|
Kro'nak Ragnok
Seituoda Taskforce Command Caldari State
79
|
Posted - 2012.09.03 17:54:00 -
[24] - Quote
Zero Harpuia wrote:XxStonedAssassinxX wrote:Kro'nak Ragnok wrote:In conclusion this change would make free-fall dampener application more realistic, more challenging, & most importantly more entertaining go watch the ccp vids its not unrealistic nub and if u think you know so much about how a game should be get off your ass n get a job in game design cause no one gives a **** about your 2cents Actually, they kinda do... it is the beta feedback forum. Anyway, don't really care for turning the dampener into a parachute, its more fun and technical now.
Thanks Zero Harpuia. +1 to you Good Sir. Even though you don't share my same interest on this subject you have my respect for understanding the purpose of providing feedback & making request while also realizing that not all input will be agreed upon by everyone. Its actually a bit disappointing that some people think that only their opinion should matter while giving no actual reason why their opinion should even matter. I actually love intelligent arguments & wish more people would do that instead cursing & throwing insults around... but that would be expecting too much from the internet.
Anyways, as for your second statement I'd have to say that the current setup does make dampener application worry-free. Its probably that same simplicity & security that most people don't want to lose when applying the inertia dampeners. I, however, always find that a greater inclusion of death provides a greater sense of reward upon success.
At the very least I would like to be able to freely look around & fire my weapons for the full length of my free-fall before I applied the inertia dampeners. I would also like the incorporation of an altimeter to see how high or far away from the ground... actually I think dropships should have altimeters as well as flying without one is just WRONG, an aviation no-no! |
Drake-696
Doomheim
53
|
Posted - 2012.09.03 18:02:00 -
[25] - Quote
I like your base idea, I do. But, your argument is invalid. You are basing your logic on present day science. What we do today would have been viewed as impossible 100 years ago. Any technogloy, sufficiently advanced, would be viewed as magic by someone primitive enough. You mention wanting the fluff of EVE to matter, therefore how is it that if CCP submits the technology exists to completely counter inertia that it then runs counter to said fluff? |
Kincate
Algintal Core Gallente Federation
27
|
Posted - 2012.09.03 19:11:00 -
[26] - Quote
Kro'nak Ragnok wrote: I believe the dampeners actually are unrealiscically overpowered. I say this because part of my enjoyment of using the dampeners comes from the thrill or rush of using the dampeners at the very last second. However having actually Parachuted/Skydived before I know that there is certain point in a fall due to the speed of the fall that if friction is applied to late a person will receive injury or death regardless if the friction is applied. Instatntly stopping at the last second from a ridiculous speed (without any gradual decent in speed) should result in a players death even if its due to the dampeners. Its not the fall the kills a person but the sudden stop of a person's body against other objects or even one's internal organs against their body. As proven with NASA's recent land rover landing on Mars, a safe landing from fast speeds in a limited amount of distance & time requires specific applications of opposite power/force/thrust at desginated times. A solution to the current overpowered dampeners would be requiring the dampeners to be deployed by a set distance. This would also give a greaters sense of urgency & importance in quickly & properly applying the dampeners. A helpful indication for deploying dampeners could also implementing by a color code in which the dampener deployment words would change from GREEN to YELLOW to ORANGE to RED. Green & Yellow would mean that if deployed at that time you would result with 0 damage. Orange would mean that you'd result with significant shield or health damage. Red would mean that you unavoidably are going to die, have failed at life again & should start thinking about the next dropsuit loadout to select. Actually there should be no Red indicator. The activate dampener words should be replaced by the spawn location selection sreen, lol. As for the actual fallen characters I would find it completely hilarious to witness a character die from "getting hit hard... by the ground", lol. I would actually take the time to stop and laugh at that even though that would more-than-likely actually get me killed by someone else. I wouldn't mind at all having someone else's improper or failed dampener deployment causing me to die laughing. It would totally be worth it & I'd actually pay good ISK to see that, lol. Never got old in Battlefield 1943, oh how I loved seeing that. I <3 N00BS. In conclusion this change would make free-fall dampener application more realistic, more challenging, & most importantly more entertaining
Yes and what we should do is compare using unbelievably sophisticated technology to a big silk blanket. Or compare that same sophisticated fictional technology to NASA, the orginization who develops technology then decides there to afraid to use it and no one is pushing them because we beat ivan's ass so now theyre free to not take badass people and make them do badass things like walk on the freaking moon!
No!!! ok **** you NASA you cant take away my dreams because your cowardly! Buzz Aldren should punch you in the face NASA for trying to take away fiction from science fiction.
....... |
Xavier Hastings
ZionTCD Legacy Rising
243
|
Posted - 2012.09.03 20:38:00 -
[27] - Quote
Drake-696 wrote:I like your base idea, I do. But, your argument is invalid. You are basing your logic on present day science. What we do today would have been viewed as impossible 100 years ago. Any technogloy, sufficiently advanced, would be viewed as magic by someone primitive enough. Our Space Age God Suits probably protect us from these falls (when coupled with the Inertia Dampener).
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Phosphorus Arkadios
Crux Special Tasks Group Gallente Federation
11
|
Posted - 2012.09.04 02:45:00 -
[28] - Quote
I agree with the suggestion. Sure fiction, yada yada yada, but it will change the strategy behind using it. Not using it too early to get shot, and not using it too late to get a free ticket to the ground safely. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.04 02:47:00 -
[29] - Quote
I'd rather just do the little bounce on their head if i hit someone and then shoot their faces.
But whatever you like crushing people in fat suits, it's okay, we all understand. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.04 07:07:00 -
[30] - Quote
Kro'nak Ragnok wrote: I believe the dampeners actually are unrealiscically overpowered. I say this because part of my enjoyment of using the dampeners comes from the thrill or rush of using the dampeners at the very last second. However having actually Parachuted/Skydived before I know that there is certain point in a fall due to the speed of the fall that if friction is applied to late a person will receive injury or death regardless if the friction is applied. Instatntly stopping at the last second from a ridiculous speed (without any gradual decent in speed) should result in a players death even if its due to the dampeners. Its not the fall the kills a person but the sudden stop of a person's body against other objects or even one's internal organs against their body. As proven with NASA's recent land rover landing on Mars, a safe landing from fast speeds in a limited amount of distance & time requires specific applications of opposite power/force/thrust at desginated times. A solution to the current overpowered dampeners would be requiring the dampeners to be deployed by a set distance. This would also give a greaters sense of urgency & importance in quickly & properly applying the dampeners. A helpful indication for deploying dampeners could also implementing by a color code in which the dampener deployment words would change from GREEN to YELLOW to ORANGE to RED. Green & Yellow would mean that if deployed at that time you would result with 0 damage. Orange would mean that you'd result with significant shield or health damage. Red would mean that you unavoidably are going to die, have failed at life again & should start thinking about the next dropsuit loadout to select. Actually there should be no Red indicator. The activate dampener words should be replaced by the spawn location selection sreen, lol. As for the actual fallen characters I would find it completely hilarious to witness a character die from "getting hit hard... by the ground", lol. I would actually take the time to stop and laugh at that even though that would more-than-likely actually get me killed by someone else. I wouldn't mind at all having someone else's improper or failed dampener deployment causing me to die laughing. It would totally be worth it & I'd actually pay good ISK to see that, lol. Never got old in Battlefield 1943, oh how I loved seeing that. I <3 N00BS. In conclusion this change would make free-fall dampener application more realistic, more challenging, & most importantly more entertaining Uh.... I mean, its an Inertial Canceller, which pretty much says in two words that it operates outside the bounds of any sensible rules of physics. I guess I could see it being called OP if you could kill people with the ground impact, but it doesn't even do that. Parachutes in the Battlefield series instantly save you from falls, and can be deployed for a 20 foot drop, so I think the Inertial Cancellers can be forgiven for their pseudo-science manner of operation. |
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Victor Czar
Royal Uhlans Amarr Empire
7
|
Posted - 2012.09.04 08:17:00 -
[31] - Quote
Cancelling or dampening someones inertia would pretty much null any damage they would receive from falling. It doesn't matter how far they fall because once the dampener activates they would have a ludicrously tiny amount of inertia. It's sort of why ants and spiders aren't really affected by falls*.
Another reason is that it isn't a parachute. Why should it have a spool up time before it is effective? Sure it's not realistic but if we wanted to be realistic I'd point out that in order to reduce inertia you need to reduce mass and that's not going to happen without magic.
* They don't have much mass so they don't have much inertia when falling. They'll survive a fall from any reasonable height because they simply don't have the mass needed to hurt themselves. |
Farrokh Taril
Circle of Huskarl Minmatar Republic
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Posted - 2012.09.04 09:02:00 -
[32] - Quote
Dewie Cheecham wrote:On a side note, this trick about being submerged in a cocoon of water won't really work on humans.
This is, of course, because we are filled with lots of nice little spaces for our organs to move around in. |
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