Jetpack feature?
Price
Join Date: 2003-09-27 Member: 21247Members
<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" />
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
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?
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.
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.
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.
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
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.
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.
<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
The point is, he has extra armor on the back, but he can't fly if you focus bite him in it.
What are you talking about?
I think he was asking if the developers check the ns2 idea section for good ideas...
<!--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.
...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...