Marine 'Skilled Movement' Proposal

|DFA| Havoc|DFA| Havoc Join Date: 2009-08-07 Member: 68375Members, Reinforced - Shadow
edited August 2009 in Ideas and Suggestions
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.

Comments

  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    edited August 2009
    It's a better idea than most other alternatives I've heard to bunny hoping, but you may want to remove your first paragraph. If this thread is about your suggestion, make it about your suggestion. The first paragraph may derail this thread into a bhop debate.
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    I agree, it doesn't sound such a bad idea.
  • MaZZlyMaZZly Join Date: 2009-08-16 Member: 68506Members
    edited August 2009
    sounds like a good idea =)

    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 =)
  • ShinobiRAGEShinobiRAGE Join Date: 2009-08-09 Member: 68401Members
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    tribes did this- ns maps shouldn't be ski slopes.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    It certainly should never take them outside of melee range vertically.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    edited August 2009
    <!--quoteo(post=1723159:date=Aug 16 2009, 02:27 PM:name=CyberMantis)--><div class='quotetop'>QUOTE (CyberMantis @ Aug 16 2009, 02:27 PM) <a href="index.php?act=findpost&pid=1723159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->tribes did this- ns maps shouldn't be ski slopes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--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.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited August 2009
    Hmm, in NS the dodging was often a little bit of decision as you can't effectively aim while doing the dodge manouvre. I wonder if we could somehow include that into the suggestion.
  • General_WarhammerGeneral_Warhammer Join Date: 2009-02-14 Member: 66414Members
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    hmm its not a bad idea - but i dunno if it fits into ns2, and it has the potential to ruin the core gameplay mechanics as we know them

    now if there were any outdoor or 0 gravity areas - this combined with magnetic boots would be awesome :)
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    This idea has potential as a mid-game tech prerequisite to jetpacks. More tech levels and options is something NS has always needed. It might be difficult to pull-off...but what the ######, we have marines with full blown jetpacks flying around INDOORS.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1723254:date=Aug 17 2009, 02:47 AM:name=homicide)--><div class='quotetop'>QUOTE (homicide @ Aug 17 2009, 02:47 AM) <a href="index.php?act=findpost&pid=1723254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This idea has potential as a mid-game tech prerequisite to jetpacks. More tech levels and options is something NS has always needed. It might be difficult to pull-off...but what the ######, we have marines with full blown jetpacks flying around INDOORS.<!--QuoteEnd--></div><!--QuoteEEnd-->


    good point :)
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    marines will get the advantage in the early game. they already have the range advantage now you want to give them a sudden range increase advantage. aliens actually have to get up to point blank. marines would be too OP early game. baiting skulks would be alot easier.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    Sounds kind of like dodging in UT. It's pretty boring in a traditional FPS, but I suppose its better than nothing...
  • iPandaiPanda Join Date: 2009-08-10 Member: 68417Members
    I quiet like it. Tbh I've allways liked the idea of as you get armour upgrades it could give it more features. Maybe tie this in with Armour 1 or 2 and it could be very viable. I would also like to see the guns secondary features tied into Weapon upgrades.
    All in all I like the idea. Skulls arnt going to struggle with it since they get leap from the get go.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    I wouldn't like to see marines jumping like crazy all the time. Low tier jetpacks sound good as long as they have a drop cost for each marine to equip. Can be cheap (5 res compared to current JP) but not free. Something extra for the comm to give to his most effective marines mid game.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    It does sound like a pretty cool mid game tech requirement for JP. And I also like the idea of it costing res.
  • GoldenGolden Join Date: 2004-09-01 Member: 31169Members, NS1 Playtester, NS2 Playtester, NS2 Map Tester, WC 2013 - Silver, NS2 Community Developer
    Make it a 15 res upgrade available from the arms lab. Have it trigger-able once every 12 seconds and give a small enough burst to only propel a marine a couple of feet. Having it as an arms lab upgrade forces the marines to sacrifice an early upgrade to get it and the 12 second cooldown prevents spamability.
  • |DFA| Havoc|DFA| Havoc Join Date: 2009-08-07 Member: 68375Members, Reinforced - Shadow
    <!--quoteo(post=1724788:date=Aug 24 2009, 11:39 AM:name=Golden)--><div class='quotetop'>QUOTE (Golden @ Aug 24 2009, 11:39 AM) <a href="index.php?act=findpost&pid=1724788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make it a 15 res upgrade available from the arms lab. Have it trigger-able once every 12 seconds and give a small enough burst to only propel a marine a couple of feet. Having it as an arms lab upgrade forces the marines to sacrifice an early upgrade to get it and the 12 second cooldown prevents spamability.<!--QuoteEnd--></div><!--QuoteEEnd-->


    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?
  • ValcienValcien Join Date: 2007-07-22 Member: 61650Members
    Just a note: this isn't skill based, while bhop without scripts is.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1725289:date=Aug 28 2009, 03:46 AM:name=Valcien)--><div class='quotetop'>QUOTE (Valcien @ Aug 28 2009, 03:46 AM) <a href="index.php?act=findpost&pid=1725289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a note: this isn't skill based, while bhop without scripts is.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    edited August 2009
    <!--quoteo(post=1725289:date=Aug 27 2009, 10:46 PM:name=Valcien)--><div class='quotetop'>QUOTE (Valcien @ Aug 27 2009, 10:46 PM) <a href="index.php?act=findpost&pid=1725289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a note: this isn't skill based, while bhop without scripts is.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Scripts don't really make bhop easy or non-skillbased
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