rickyhong02
Crux Special Tasks Group Gallente Federation
0
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Posted - 2013.07.10 03:59:00 -
[1] - Quote
This was mentioned in a thread before, but I think the idea deserves its own topic.
Dragging teammates that are bleeding out makes for more strategic and team-oriented gameplay. For example, two players could team up to get a fallen teammate to safety, one rushing into enemy fire and dragging them to the other player, who is behind cover and providing suppressive fire.
The way I'd imagine this working is holding O to drag. Your dragging speed is based on how fast you are and how heavy is the person you're dragging.
To go into specifics, you could drag at, say, 70% of your normal walking speed. Dragging a light dropsuit adds 10% to your speed, a medium dropsuit leaves the speed unaffected, and a heavy dropsuit takes away 10%. Anyone can drag- you don't need a nanite injector or anything. Also, having the kinetic catalyzer or some other module add a bit to your dragging speed would be neat, too.
Whadda you think? |
rickyhong02
Crux Special Tasks Group Gallente Federation
7
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Posted - 2013.07.10 15:41:00 -
[2] - Quote
Bump! Thanks for the discussion, keep it up!
Echoist wrote: maybe we could use our sidearm if we have one This is an interesting idea. I run a logi with a mass driver, so I wouldn't benefit from this, but logis that do fit sidearms would have an advantage over me, trading survivability in combat for a less risky drag and revive. That being said, it's hard to aim when your thumb is stuck on O...I guess you could hold O till you're dragging, then tap O if you want to stop. Tap O again to revive.
Galvan Nized wrote: Good idea but I think the animations and all the technical limitations would mean this would be well beyond SOON. Yeah, developing and QA testing new mechanics can take a long time. I tried to take this into consideration when considering how dragging works. Dragging speed isn't a new number, it's a movement penalty- armor plates already do this, so I was hoping the appropriate code could be recycled.
As for animation, in the short run, the player would crouch like they're about to revive, but then the fallen teammate "warps" to the player's hands after a slight delay. The playermight need their own animation while dragging, but the teammate can stay ragdoll-y. In the long run, instead of the "warp", you could add the animations of the player actually reorienting the body and positioning his/her arms. Kinda like in this BF3 video at 1:48.
To be on the optimistic side, I think this feature could be implemented after aiming/hit detection fixes to add more to the core gameplay. |