Jetpack feature?

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited January 2008 in Ideas and Suggestions
<div class="IPBDescription">more realistic</div>The Jetpack of NS (1, or classic?) is great.
I think if you add a "Healthbar" to the marine who own a jetpack, its more fair.
But don't worry, the "Healthbar" of the Jetpack just lose energy if you hit the hitbox/Hitzone from jetpack.

Facts:
- Healthbar for jetpack
- can only destroy by hit the hitzone/hitbox
- repair by welder


So thats my simple idea...

<img src="http://i31.tinypic.com/2r4r9d3.jpg" border="0" class="linked-image" />
<img src="http://i32.tinypic.com/2r5ubrt.jpg" border="0" class="linked-image" />

Comments

  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    it's such a small hit box and ultimately useless - might as well kill the marine.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    <!--quoteo(post=1668804:date=Jan 29 2008, 05:17 PM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Jan 29 2008, 05:17 PM) <a href="index.php?act=findpost&pid=1668804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it's such a small hit box and ultimately useless - might as well kill the marine.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, pretty much. Which would you rather do - inflict your focus bite to the marine's HP and kill him, or inflict it to his jetpack, inconveniencing him?
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    This would probably only be worthwhile if jps were dropped like equipment. That idea alone (dropping proto tech) would really throw off the balance, but with this health bar, could actually turn out pretty well. HA or JPs stay on the ground after the marine dies, but aliens can keep biting to destroy the equipment.

    On a side note, when i first read this topic title, my immediate reaction was to actually deal a small amount of damage below the jetpacker in flight. As in, if a jper flew over a skulk, or if the skulk was chasing the JP really closely, the skulk would take X amount of damage; would be a really cool and rare kill.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    You mean they'd get burnt from the 'jet' of hot air/combustive gases?
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Aye.

    Even if it was the tiniest amount of damage, even 1-5 damage per jet 'blob' (that blue stuff left behind the jet), it would just be a really cool little addition, imo.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    Being burned from the jetpack would be sort of cool, but...JP + HMG does enough damage as it is.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Well, maybe let the damage affect the JPer himself if hes moving backwards? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    I like the Idea of JP being an reuseable Item like a gun with the addition of the hit box.

    It could be added that any damage done to the JP is passed to the marine as well. After a while it gets harder to fly due to slower recharge rate. Welding would fix this, plus maybe an auto repair upgrade system that slowly repairs the JP but not as fast as a welder.

    Also keep in mind that unless you have focus, it is very hard to kill a good JP player. Every time you get a bite on they fly away and get meds to full health. With this they could be worn down.

    Thumbs up to the damage to an attacking aliens. However, it would probably take more coding and balancing than worth the feature.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1668824:date=Jan 30 2008, 06:49 AM:name=Moving_Target0)--><div class='quotetop'>QUOTE(Moving_Target0 @ Jan 30 2008, 06:49 AM) <a href="index.php?act=findpost&pid=1668824"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, pretty much. Which would you rather do - inflict your focus bite to the marine's HP and kill him, or inflict it to his jetpack, inconveniencing him?<!--QuoteEnd--></div><!--QuoteEEnd-->


    yes but things like oc's and acid splashes may kill the jetpack before the marine, causing the marine to go for a roller coaster ride lol. or if a skulk leaps and misses the marine but still hits the jetack
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    <!--quoteo(post=1669143:date=Jan 31 2008, 08:08 PM:name=Misere)--><div class='quotetop'>QUOTE(Misere @ Jan 31 2008, 08:08 PM) <a href="index.php?act=findpost&pid=1669143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thumbs up to the damage to an attacking aliens. However, it would probably take more coding and balancing than worth the feature.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I doubt it actually. The code is already in place for the placement of those blue gas blobs that trail JPers; add a slight damage to each of those blobs and balance.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    This is among one of the coolest ideas I've heard. The jetpack adds extra armor in the back.
  • spawnof2000spawnof2000 Join Date: 2007-09-01 Member: 62111Members
    *cough* necromancer
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    *cough* agree *cough*
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1695718:date=Dec 9 2008, 10:25 PM:name=spawnof2000)--><div class='quotetop'>QUOTE(spawnof2000 @ Dec 9 2008, 10:25 PM) <a href="index.php?act=findpost&pid=1695718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*cough* necromancer<!--QuoteEnd--></div><!--QuoteEEnd-->
    Let me get this straight, if you start a new thread without searching, you get called on it. If you search and resurrect old threads you get called a necromancer.

    You are an idiot.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Anytime's right. If you want to discuss something that has a thread, necromancy is the preferred action. I don't have anything to say about the idea though, good or bad.
  • Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
    So... what you suggest to us discuss?
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    Having the jetpack have its own armor that blocks damage from aliens if attacked. If it is attacked enough, it will be destroyed.
  • Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
    edited December 2008
    Seems more advantaging to aliens than to marines (I like it <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> ). I would prefer destroy a marine's JP rather than seeking himself to give a single bite to just after be healed via medpacks. So, my suggestion to balance:

    <u>Maybe it has much "HP", 200 for example</u>, but it only defends it's back, and <u>after more than 50% of damage it will simply stop working</u> (requires welding to make it work again). So, as Kharaa, you can take a jetpacker to the ground for 2 first weapon attack (except gorge) or 1 first weapon attack with focus.

    It will encourage teamwork, as jetpackers would require welding to keep flying (something a commander can't give, but a squad mate can). So please, <u>don't allow dropping a jetpack like a weapon</u>, or else a jetpacker with welder could drop off the bag and fix it.

    If aliens keep attacking it until its hp drops to zero, it's destroyed. And, if the marine is killed with it, the jetpack is dropped (still being destructible). And it's <u>item should have a big led</u>, that's blue when 100%, green overall but if drops above 50% hp it gets red, so a marine can say if will be able to just fly away after picking it up or will have to fight to keep it. <u>Dynamic Infestation damages it</u> if it's dropped on the floor.

    edit: just read the thread, yeah, much of this has been already said... so I underlined everything I think it's new, the main ideas
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited December 2008
    Too complicated for no real benefit, what's the point? You kill the marine and his jetpack is gone.
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    <!--quoteo(post=1695826:date=Dec 11 2008, 04:54 AM:name=Zek)--><div class='quotetop'>QUOTE(Zek @ Dec 11 2008, 04:54 AM) <a href="index.php?act=findpost&pid=1695826"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Too complicated for no real benefit, what's the point? You kill the marine and his jetpack is gone.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The point is, he has extra armor on the back, but he can't fly if you focus bite him in it.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    hmmm...a dev team membe ACTUALLY checking the Idea threads oftenly?!
  • SirotSirot Join Date: 2006-12-03 Member: 58851Members
    <!--quoteo(post=1695932:date=Dec 11 2008, 07:09 PM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Dec 11 2008, 07:09 PM) <a href="index.php?act=findpost&pid=1695932"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hmmm...a dev team membe ACTUALLY checking the Idea threads oftenly?!<!--QuoteEnd--></div><!--QuoteEEnd-->

    What are you talking about?
  • PhiXXPhiXX Join Date: 2008-10-22 Member: 65274Members
    <!--quoteo(post=1695950:date=Dec 12 2008, 05:41 AM:name=Sirot)--><div class='quotetop'>QUOTE(Sirot @ Dec 12 2008, 05:41 AM) <a href="index.php?act=findpost&pid=1695950"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What are you talking about?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think he was asking if the developers check the ns2 idea section for good ideas...
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    PTs aren't dev team members, we're in the dark on NS2 as much as anybody else.

    <!--quoteo(post=1695833:date=Dec 11 2008, 02:37 AM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Dec 11 2008, 02:37 AM) <a href="index.php?act=findpost&pid=1695833"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The point is, he has extra armor on the back, but he can't fly if you focus bite him in it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's not a point, I understand it makes sense but it seems unnecessary. I don't want to play a guessing game with whether I hit him in the jetpack or the body, and wasting a bite to disable the JP seems silly when I could have just killed him and destroyed the JP.
  • Killer RicochetKiller Ricochet Join Date: 2008-12-03 Member: 65639Members
    <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Not exactly. With enough upgrades, a marine can survive more than one focus bite/2-3 normal bites, what makes a useful technique hitting the JP (expecially with fades, focusers by nature). If I've just spawned (as skulk), he could easily spawncamp me, I couldn't upgrade focus to kill him and, if I land a bite in him, even without armor level 1 he doesn't die, meaning the comm will just heal him. So I would seek his bag to try to land atleast 1 bite, as commander can't heal it and the next skulk who bites it will make the JPer vulnerable, UNLESS he works in pair with other JPer and they weld themselves.<!--sizec--></span><!--/sizec-->

    ...or, thinking twice, considering it's a small spot, difficult to hit, the JP starts malfunctioning after 75 damage, rewarding well skilled skulks. But this is another idea...
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    It would work better if the JP was fragile, perhaps 20-50HP, but once 0 the JP fails to work until welded. I like the idea of having to maintain failing JPs through teamwork and being able to drop marines from the sky with several well placed parasites. I think the idea should be tweaked to offer a counter to JPs while at the same time offering more opportunity for marines to take advantage of teamwork. The biggest problem with JPs currently is a single dominant marine harassing the kharaa team. It doesn't gel with what NS is about.
  • SirotSirot Join Date: 2006-12-03 Member: 58851Members
    This idea is not worth the complications it brings. Sorry that I can't give a more solid answer, but its an extremely mediocre suggestion.
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