Yet Another Thread About Ns:s

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  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    edited June 2005
    Here are some points I threw together to try and flesh my idea out. Please critique it intelligently (No "Omg it sux." I want "I feel like this part of your idea is flawed because..."):

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->>You must be performing a new type of jump in order to bunnyhop (which we will call the long jump from here out). It would have more distance than a regular jump, however it only goes forward in the direction you are looking. So looking forward and slightly up will launch you forward in a low arc while looking almost straight up will put you in a very tall arc that doesn't go very far forward. I'm not sure which would be better, making the long jump execute from a whole new key or a double tap of the +jump key.

    >Each consecutive long jump has an increased speed from the previous. (For example, First is 100%, Second is 105%, Third is 110%, etc.)

    >Drastically changing directions and then long jumping will reset your speed to 100%.

    >Skulk has the widest allowed turning degree, Onos have the lowest. (For example a skulk can turn 20 degrees either direction after landing, while an Onos can turn only 5 degrees).

    >If a Skulk lands on a wall, it can turn any direction it wants before long jumping again.

    >There is no air control. Although you gain speed from bunnyhopping, you lose the ability to make your movement as unpredictable.

    >Leaping and Blinking into a bunnyhop means you start off with a faster initial speed. Bunnyhopping while Charging means you both start higher and have a higher speed cap (during the charge).

    >If, upon landing, you do not long jump againt after a certain period of time, your speed is reset to 100%.

    >Normal jumping stays the same as in regular NS, but without the ability to bunnyhop.<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    If lot's of people don't understand a certain point I'll make an illustration of what I mean.

    **UPDATED**
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    Some of the movement bugs from HL are still in Source, wallstrafing being one of them. Bhop is probably in there and could be enabled with a tweak or two or even a variable change.
  • RazRaz Join Date: 2003-02-15 Member: 13570Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->>There is no air control. Although you gain speed from bunnyhopping, you lose the ability to make your movement as unpredictable.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    This is a heavy, HEAVY nerf for skulks and especially fades.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    edited June 2005
    Ok I changed it. Thanks for pointing that out. It's a pretty huge flaw. Don't see how I didn't see that. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    No air control makes leaping skulks and blinking fades cry.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Which is why I amended it to incorporate two types of jumping. One which has air control and no bunnyhopping and another which has no air control but has bunny hopping.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Don't like speed increases due to strafe jumping.

    I DO like air control and think it needs to be in.
  • Electrical_TapeElectrical_Tape Join Date: 2003-07-18 Member: 18257Members
    <!--QuoteBegin-Raz+Jun 8 2005, 01:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Raz @ Jun 8 2005, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I dont BH, and still do well as alien without BHing or gliding<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Forgive my nitpicking, but how do you know you do just as well when you don't do it? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I didnt say I do JUST as well, I said I do well. I might in fact do better if I did BH or glide, though its not a priority or mine to learn how to BH correctly, or get a script to glide.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Ahnteis+Jun 8 2005, 06:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jun 8 2005, 06:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't like speed increases due to strafe jumping.

    I DO like air control and think it needs to be in. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I wonder if there is some way of adding a sprint key the can form an alternitive to Bhopping... No penalty for use other then jumping out of sprint causes you to stop sharp rather then jumping normally which would allow for a bhop to start... Really smart lifeforms would find ways to sprint off ledges and start bhop combos, but the advantage would be negligable because bhopping would only speed you 170% normal running speed while while sprinting would give you 150-160% anyways.

    Two birds with one stone. Bhopping isn't SO heavily relyed apon to get from point A to point B in game, which takes pressure off new players needing to learn a somewhat difficult motion sequence just to TRAVEL as fast as the pro's, but at the same time glide and glidejump physics are still compleatly usable in combat and the players who have mastered them get to use them when they need them most, ripping up sick aiming marines.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-Swiftspear+Jun 8 2005, 06:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Jun 8 2005, 06:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ahnteis+Jun 8 2005, 06:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jun 8 2005, 06:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't like speed increases due to strafe jumping. 

    I DO like air control and think it needs to be in. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I wonder if there is some way of adding a sprint key the can form an alternitive to Bhopping... No penalty for use other then jumping out of sprint causes you to stop sharp rather then jumping normally which would allow for a bhop to start... Really smart lifeforms would find ways to sprint off ledges and start bhop combos, but the advantage would be negligable because bhopping would only speed you 170% normal running speed while while sprinting would give you 150-160% anyways.

    Two birds with one stone. Bhopping isn't SO heavily relyed apon to get from point A to point B in game, which takes pressure off new players needing to learn a somewhat difficult motion sequence just to TRAVEL as fast as the pro's, but at the same time glide and glidejump physics are still compleatly usable in combat and the players who have mastered them get to use them when they need them most, ripping up sick aiming marines. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This sounds sensible. Give the pros that little bit of extra speed and movement options and let normal players be able to compete on almost the same level speedwise so that they can concentrate on how to play with different weapons and classes.

    I think the average skill level would rise significantly if something like this was done, and I don't think the upper percentile would fall either.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    I'm pretty sure a sprint key has been discussed before (In I&S) and turned down.
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