<!--quoteo(post=1755323:date=Feb 26 2010, 02:44 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Feb 26 2010, 02:44 AM) <a href="index.php?act=findpost&pid=1755323"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's not a percentage. The Pyro's burn deals a set amount of damage over a set period of time since the last time you got burned.<!--QuoteEnd--></div><!--QuoteEEnd--> I know it's not a percentage. Make an estimate for the different classes.
<!--quoteo(post=1755371:date=Feb 26 2010, 06:47 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Feb 26 2010, 06:47 AM) <a href="index.php?act=findpost&pid=1755371"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From TF2 wiki: Afterburn: 5-6/sec for 10 seconds. So... almost 50% for scout, less than 20% for heavy.<!--QuoteEnd--></div><!--QuoteEEnd--> So it's worst case scenario for the heavy looking at my 20% max suggestion. 5% would be 1/4-1/3 of the annoyance for the TFC heavy.
If it's not going to have a significant effect on the game then it's just going to be a needless annoyance, and we've already established that people <i>don't</i> want significant bleeding.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
I don't understand why you'd implement it at all in that case. The purpose was to kill people who only barely won a fight, no? Now you make that happen less frequently, acknowledging the complaints that those situations are frustrating. Why have it happen at all then?
Why not drop the percent-that-your-alive crap and adapt the approach like they use in games like Insurgency where if your hit, over time you get better... no health or armor indicator.
<!--quoteo(post=1755550:date=Feb 26 2010, 04:04 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Feb 26 2010, 04:04 PM) <a href="index.php?act=findpost&pid=1755550"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why not drop the percent-that-your-alive crap and adapt the approach like they use in games like Insurgency where if your hit, over time you get better... no health or armor indicator.<!--QuoteEnd--></div><!--QuoteEEnd--> It's not percent-that-your-alive... it's percent-of-your-maximum-health.
I may be mistaken but it sounds like the mechanic used in a lot of FPS games now. If you get shot at alot then your vision grows dim or red, telling you are going to die soon. But if you stop getting hit you "get better" and return to normal. So that way you don't need need medic heals and can take a 10000 bullets in the end, as long as you take cover once you get shot at often.
<!--quoteo(post=1755616:date=Feb 26 2010, 06:06 PM:name=Razor)--><div class='quotetop'>QUOTE (Razor @ Feb 26 2010, 06:06 PM) <a href="index.php?act=findpost&pid=1755616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I may be mistaken but it sounds like the mechanic used in a lot of FPS games now. If you get shot at alot then your vision grows dim or red, telling you are going to die soon. But if you stop getting hit you "get better" and return to normal. So that way you don't need need medic heals and can take a 10000 bullets in the end, as long as you take cover once you get shot at often.<!--QuoteEnd--></div><!--QuoteEEnd-->
Insurgency, CoD, and several other games have installed a "wait it out and heal up" system of health. This is distinctly the opposite of health meters, used in NS1, TF2, etc.
<!--quoteo(post=1755642:date=Feb 26 2010, 08:23 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Feb 26 2010, 08:23 PM) <a href="index.php?act=findpost&pid=1755642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like this as well, it artificially prolongs the game because people will be scared to die way to often.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it makes the game better. The NS2 devs want marines to buy there own guns because then the commander doesn't need to babysit them. This idea fits in well with this theme because then marines don't need to ask for medpacks. If we throw in regenerating ammunition (or infinite ammo, but overheats like someone said already), then you don't need ammo packs as well. Hey the jetpack already had replenishing fuel or else we would have "com drop me some gaspacks" :P
This "Reward" and "punishment" thing is complete bull######. What if it isn't a 1v1 situation? Will a Fade be 'punished' for running away when there are 5 marines shooting at him?
<!--quoteo(post=1755915:date=Feb 27 2010, 04:58 PM:name=Cheezy104)--><div class='quotetop'>QUOTE (Cheezy104 @ Feb 27 2010, 04:58 PM) <a href="index.php?act=findpost&pid=1755915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This "Reward" and "punishment" thing is complete bull######. What if it isn't a 1v1 situation? Will a Fade be 'punished' for running away when there are 5 marines shooting at him?<!--QuoteEnd--></div><!--QuoteEEnd--> Aliens need teamwork too :)
You can call it reward or punishment if you want. It's just an example... a worst case scenario.
So basically, you can no longer barely get away anymore because your clutch ability to use the maximum of your HP to deal damage or fight and just because you're better than someone else they still get to kill you because it was "close."
I love this logic. Please give every single alien xenocide on death and make marines automatically have a grenade detonate when they die. Also, if you die from spikes or bullets make them ricochet back at them when you die so they can't just avoid being near you to not die. This game obviously should not be about how good a person is able to make the maximum use of their HP/Armor, and instead should be how well you can use 75% of your HP and running away before you bleed to death because you tried to make the most out of your lifeform and didn't want to feed resources to the other team by dying and preserving your 30/50/75 res lifeform or 10/15/25/30 cost marine upgrades.
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I know it's not a percentage. Make an estimate for the different classes.
Afterburn: 5-6/sec for 10 seconds. So... almost 50% for scout, less than 20% for heavy.
Afterburn: 5-6/sec for 10 seconds. So... almost 50% for scout, less than 20% for heavy.<!--QuoteEnd--></div><!--QuoteEEnd-->
So it's worst case scenario for the heavy looking at my 20% max suggestion. 5% would be 1/4-1/3 of the annoyance for the TFC heavy.
It's not percent-that-your-alive... it's percent-of-your-maximum-health.
Could you explain this Insurgency system better?
Insurgency, CoD, and several other games have installed a "wait it out and heal up" system of health. This is distinctly the opposite of health meters, used in NS1, TF2, etc.
reconstructing nanites / bacteria healing the players and depending on upgrade / amount of certain chambers it goes faster or heals more in total.
I don't like this as well, it artificially prolongs the game because people will be scared to die way to often.
I think it makes the game better. The NS2 devs want marines to buy there own guns because then the commander doesn't need to babysit them. This idea fits in well with this theme because then marines don't need to ask for medpacks. If we throw in regenerating ammunition (or infinite ammo, but overheats like someone said already), then you don't need ammo packs as well. Hey the jetpack already had replenishing fuel or else we would have "com drop me some gaspacks" :P
fixed :)
Aliens need teamwork too :)
You can call it reward or punishment if you want. It's just an example... a worst case scenario.
I love this logic. Please give every single alien xenocide on death and make marines automatically have a grenade detonate when they die. Also, if you die from spikes or bullets make them ricochet back at them when you die so they can't just avoid being near you to not die. This game obviously should not be about how good a person is able to make the maximum use of their HP/Armor, and instead should be how well you can use 75% of your HP and running away before you bleed to death because you tried to make the most out of your lifeform and didn't want to feed resources to the other team by dying and preserving your 30/50/75 res lifeform or 10/15/25/30 cost marine upgrades.