Skulk Movement Issues

Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
Some suggestions to make the movement of skulk better and fluidic. This 5 ideas are organized arcodding to they importance second me, the first is the most important and the last is dispensable.

-Attaching
It's difficult to walk on ceilings/walls mainly because a misswalk means falling. So, like this, if you are touching any surface (wall/ceiling/floor) you cannot deattach. UNLESS you press space bar or hold ctrl.

-Clipping
You should be able to clip small obstacule until the belly height, instead of walking on. This would make less bumpy the movement. Or more, incase of stairs (it's stupid to think skulks does climb each step, considering it's legs range).

-Grapping Range
While jumping, if you're not holding space bar down (or ctrl) you will grip to any surface even if yours hitboxes aren't touching the wall, but are very close (skulks can extend their legs to reach longer distance).

-"Skipping" Ledges/Corners
Basic scheme, you have to do this:
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<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Floor / Floor<!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->Skipping the red tile. Clipping should solve it.

-More Agility
If you jump from a wall and fall on floor, you receive a boost in speed. Skulks using their elasticity for something, maybe even to bunnyhopping. Also, the ability of flipping movements. Like, while I am walking towards, if I jump backwards, I will instantly go backwards, with even higher speed. This would allow some impressive swiping movements.


If you have any suggestions, please post.

Comments

  • ratclawratclaw Join Date: 2008-06-12 Member: 64433Members
    While adding more to the movement of skulks may complicate them a little, I like the ideas of extended grab, refusing grab, and a speed boost after hitting the ground. The last one may even quiet some bhop worshipers.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1696547:date=Dec 22 2008, 07:11 PM:name=Killer Ricochet)--><div class='quotetop'>QUOTE(Killer Ricochet @ Dec 22 2008, 07:11 PM) <a href="index.php?act=findpost&pid=1696547"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Like, while I am walking towards, if I jump backwards, I will instantly go backwards, with even higher speed. This would allow some impressive swiping movements.
    If you have any suggestions, please post.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's most likely impossible over the internet. Even now back and forth movement is a pain for the netcode, not to speak if it was instant change.

    The improvements you suggested are making the skulk a bit more inuitive on walls, good job on that.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The last one may even quiet some bhop worshipers.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not really, but I'd rather not start the discussion all over again <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    With a new engine bunnyhopping will probably be gone so there should definitely be more movement quirks for skulks. I agree with tweaks to wallwalking in particular, it should be sticky and smoothed out a lot to make it possible to navigate terrain at full speed. I also think skulks need more incentive to use the walls besides just for getting into position - maybe make them run faster on walls/ceilings, and like you said getting a brief speed boost when they hit the ground would help them catch marines.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    I like the idea of being able to change direction quickly. I can't really imagine a skulk running along at 20 kilometrers per hour and then slip on the floor like a cat turning too fast on a newly waxed floor. Skulks have claws, don't they? It makes sense that they should stop on a dime. Furthermore, to go backwards should not require any acceleration but should be the full running speed as they were moving in the opposite direction two seconds before. It'd make movement a little jerkier for skulks and a little more alien-like. It would furthermore make it extremely difficult to hit a skulk who uses it to its maximum potential, making movement unpredictable.
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