Marine 'Skilled Movement' Proposal
|DFA| Havoc
Join Date: 2009-08-07 Member: 68375Members, Reinforced - Shadow
I've just read through the latest bunnyhopping thread, a reprisal of an argument almost as old as the internet. :P Nevertheless, there are legitimate points made in favor of having a dynamic element to movement for marines that adds depth and enjoyment to the game. So, ideally, there is a way to implement something like this that is actually intended, accessible while still being dependent on skill, and doesn't break immersion.
My proposal is thus: Jump Jets.
Now, the marines already have jetpacks, which should remain in their rightful place at the top of the tech tree, and part of the endgame. This would be a <i>vastly</i> downscaled implementation, something which marines would either have inherently or could be researched at a cost in early/midgame, much in the same way hand grenades correlate to actual grenade launchers. The game mechanics are already in place, they would operate with the same physics as jet packs, but with a fuel cell which is only a tiny fraction in size - just enough for a split second of thrust, a burst in one direction. It would also take longer to recharge than the JP, obviously, since you're working with something which is integrated into standard armor, but every couple seconds you'd get a greenlight for a boost. It'd be on it's own bind, not tied to jump like the JP is, so you could use it in conjunction with traditional movement. Emphasis again on the degree it would be scaled down, we're talking about a single tap worth of thrust, a few feet at best, so as to not break the game for the melee-dependent aliens.
I doubt the idea will take hold, but that's what I got. I think it'd be a great, unique element to spice up the game with, and one with many layers of depth according to degrees of skill. It seems reasonable to me in the setting as well, and a lot more dynamic than the 'sprint' option.
Thoughts?
Edit: As per SentrySteve's suggestion.
My proposal is thus: Jump Jets.
Now, the marines already have jetpacks, which should remain in their rightful place at the top of the tech tree, and part of the endgame. This would be a <i>vastly</i> downscaled implementation, something which marines would either have inherently or could be researched at a cost in early/midgame, much in the same way hand grenades correlate to actual grenade launchers. The game mechanics are already in place, they would operate with the same physics as jet packs, but with a fuel cell which is only a tiny fraction in size - just enough for a split second of thrust, a burst in one direction. It would also take longer to recharge than the JP, obviously, since you're working with something which is integrated into standard armor, but every couple seconds you'd get a greenlight for a boost. It'd be on it's own bind, not tied to jump like the JP is, so you could use it in conjunction with traditional movement. Emphasis again on the degree it would be scaled down, we're talking about a single tap worth of thrust, a few feet at best, so as to not break the game for the melee-dependent aliens.
I doubt the idea will take hold, but that's what I got. I think it'd be a great, unique element to spice up the game with, and one with many layers of depth according to degrees of skill. It seems reasonable to me in the setting as well, and a lot more dynamic than the 'sprint' option.
Thoughts?
Edit: As per SentrySteve's suggestion.
Comments
maybe not create a special bind but make it like the boost jump in UT2004:
double tap in the direction you want to jump (tap key 2x under 0,2s or similar)
btw first post for me =)
<!--QuoteBegin-'The OP'+--><div class='quotetop'>QUOTE ('The OP')</div><div class='quotemain'><!--QuoteEBegin-->This would be a vastly downscaled implementation...just enough for a split second of thrust<!--QuoteEnd--></div><!--QuoteEEnd-->
In Tribes you had a NS1 like jetpack right from the get-go which is very different from what the OP is suggesting.
now if there were any outdoor or 0 gravity areas - this combined with magnetic boots would be awesome :)
good point :)
All in all I like the idea. Skulls arnt going to struggle with it since they get leap from the get go.
You've got the right idea. The specific numbers could be tweaked as needed for balance purposes, but this is along the lines of what I had in mind. I think something like this will be especially important with skulks getting leap inherently.
Any dev thoughts, or is that too much to ask?
Timing and game sense still affect it. The two most important things its missing are the tradeoff between aiming and dodging and the flexibility and precision of mouse/strafe controlled dodges.
Still, it's probably better than no marine movement at all.
Scripts don't really make bhop easy or non-skillbased