[crazyidea]Skulk Sprint in place of walljumping?
Calego
Join Date: 2013-01-24 Member: 181848Members, NS2 Map Tester
Alright this is insane I know, but think about it with me for a bit.
What if, Walljumping was replaced with a "charge" like movement for skulks. Basically sprinting, but it would work on walls and ceilings just as well as on the ground (i.e. it would have to ignore/gloss over a lot of the geo on walls).
Mechanics:
- Holding sprint accelerates speed, Doesn't happen instantly.
- While sprinting, turning control is lessened relative to how fast you're going.
- This speed can be maintained with our traditional jumping mechanics, but not added to. This will add in the craved element of skill, sprint to build momentum, then use our high flying acrobatics to dip dodge duck dive and dodge without losing that speed.
- Taking damage reduces acceleration.
The jumping mechanics also allows us to maintain our turning control while moving full speed.
This would open the world to allowing skulks to effectively use their wallwalking and ceiling walking when entering an engagement (three skulks: two sprinting on walls, one on floor; all moving at top speed)
Problem this is addressing:
WTF is Walljumping? Rookies that don't understand the most essential hidden mechanic in the game constantly moving slowly to get places and attack. The floor on this skill is hidden and a bit awkward.
Reason this solves it:
Sprinting is super intuitive. It's probably the most basic of all movement modifiers (This just makes me move faster, plain and simple). Which in turn lets people of all skills move places faster, without figuring out the hidden mechanics first. The skill is still there in the form of added control by jumping, which would be most useful around combat.
Problems this creates:
Movement modifier for Skulk is slience atm, which is what the sprint would have to replace to be intuitive. So.... There'd be three movement related keys for skulk: sprint, crouch/fall, and silent.
Worth a mod to figure out?
What if, Walljumping was replaced with a "charge" like movement for skulks. Basically sprinting, but it would work on walls and ceilings just as well as on the ground (i.e. it would have to ignore/gloss over a lot of the geo on walls).
Mechanics:
- Holding sprint accelerates speed, Doesn't happen instantly.
- While sprinting, turning control is lessened relative to how fast you're going.
- This speed can be maintained with our traditional jumping mechanics, but not added to. This will add in the craved element of skill, sprint to build momentum, then use our high flying acrobatics to dip dodge duck dive and dodge without losing that speed.
- Taking damage reduces acceleration.
The jumping mechanics also allows us to maintain our turning control while moving full speed.
This would open the world to allowing skulks to effectively use their wallwalking and ceiling walking when entering an engagement (three skulks: two sprinting on walls, one on floor; all moving at top speed)
Problem this is addressing:
WTF is Walljumping? Rookies that don't understand the most essential hidden mechanic in the game constantly moving slowly to get places and attack. The floor on this skill is hidden and a bit awkward.
Reason this solves it:
Sprinting is super intuitive. It's probably the most basic of all movement modifiers (This just makes me move faster, plain and simple). Which in turn lets people of all skills move places faster, without figuring out the hidden mechanics first. The skill is still there in the form of added control by jumping, which would be most useful around combat.
Problems this creates:
Movement modifier for Skulk is slience atm, which is what the sprint would have to replace to be intuitive. So.... There'd be three movement related keys for skulk: sprint, crouch/fall, and silent.
Worth a mod to figure out?
Comments
Once you got the hang of it, it actually gave you better control over your movement than just a regular 'binary' walk key. However, it certainly isn't an intuitive thing if implemented just like that.
Same as always?
Are you pretending you didn't just edit it in now?
I'm quite certian that "Post edited by Calego at 10:47AM" will clear this up.
But I probably didn't explicitly point out that Regular WASD wouldn't be affected by this. I'm just proposing an addition of a "Sprint" ability in addition to the WASD, rather than the confusing Wall Jump speed bonus mechanics.
Odd. Pretty certain it wasn't there when I posted. Sorry.
I haven't the foggiest where to start, but I'll see what I can come up with.