Big Classes Should Push Around Small Classes

ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
<div class="IPBDescription">This is rediculous!</div> Okay, here's the scenerio that we've all seen at least 10000 times:


Onos is retreating from marine base. Onos suddenly stops. Onos dies, and is like "OMG DAMN SKULK MOVE NUB!!!!11"


It's rediculously frustrating for the onos because it's not always possible to move around the skulk!

Same goes for fade, but to a lesser extent.


So basically, I propose this weight ystem:

<!--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-->Onos
Fade
Gorge
Lerk
Skulk<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

See the order? Basically, any class that is above another class can push it around. And onos will not be able to push around other onos.

Skulks will be shoved by everything, while onos will be like "OUTTA MEH WAY!!!"

Which is how it should be tbh.
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Comments

  • bigtangringobigtangringo Join Date: 2004-01-31 Member: 25797Members
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    edited February 2004
    Agree 80%

    ^ I think that smaller lifeforms pushing eachother around would only lead to abuse, since they have an easy time escaping and are rarely blocked.

    The onos and fade pushing sounds good though <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Far too easy for lamers. Don't play on over-sized servers and half the problem goes away. Play with good team players and the other half disappears.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    Agreed and should be included in the next patch. Although fades and onos are the only ones that need it.

    fades: yes
    onos: yes
    lerks: they fly why would they need it
    Gorges: never on forunt lines do to poor abilitys that lead to gorges being the worst/most boring class to play in ns (tpoic for a post later this week)
    skulk: dont need cause you already explaingd why.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    As much as it frustrates met too, IMHO there's too much potential for greifing I think.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    How about they automatically "step over" them instead of pushing them around.
  • LuminairLuminair Join Date: 2002-11-04 Member: 6785Members, Constellation
    I don't know if it's possible to do that, but it would make sense.

    As a side note, I always assumed that Charge would be good if the Onos pushed Marines out of the way and damaged them at the same time.
  • falloutx2falloutx2 Join Date: 2003-05-01 Member: 15979Members, Constellation
    Blocking is a problem regardless of server size/player skill. I regularly play on an 8v8 server and the support lerk has to try his hardest to stay out of the way of the fades and oni so as to not get them killed while still doing his role. I would like to see it made so that the small classes i.e. "lerk, gorge and skulk" are more or less ignored for blocking reasons by the fade and onos.

    I could see some pushing by the fade and onos on each other but that is opening it up to griefing. I think if you deal with the problem of skulks, lerks and gorges the fade/onos issue will sort itself out.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Agreed. Some sort of balance would need to be reached to prevent malicious onos from pushing other high lifeforms into bottomless pits in classic NS however.
  • EvoEvo Join Date: 2003-01-11 Member: 12180Members
    Pushing is too abusable, i'm with blackhole: Skulks should be able to run right under an Onos. Maybe even Lerks too, assuming they folded their wings. Fattehs might be a bit of a stretch with that tall bum though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    But yeah, other than engine/implementing difficulties, I don't see why a small, highly agile creature with a near psychic link to an elephant sized creature wouldn't be able to zip between the big guys legs.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Oni already automatically step over turrets and alien chambers, would be cool to see them doing the same for skulks.

    Lerks definately need something, it's like skulks instinctively jump up into a lerks flight path just as the lerk is flying overheard...
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <!--QuoteBegin-Revenge+Feb 5 2004, 02:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Feb 5 2004, 02:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oni already automatically step over turrets and alien chambers, would be cool to see them doing the same for skulks. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    They do?!???
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    Disagree 100%, crouch jump or ban people being lame.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    How could this system be used for greifing?

    You can't kill them, and maybe 30% of all NS maps have kill entities on it.

    If anything, it adds <b>immersion</b> to the game, jeez people think about it you see a GIANT SPACE COW come at you and fly a stop on a little skulk or gorge, talk about annoying and absurd.
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    edited February 2004
    <!--QuoteBegin-ZiGGY^+Feb 5 2004, 05:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Feb 5 2004, 05:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Disagree 100%, crouch jump or ban people being lame. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I don't know about you, but if I retreat I do it because I'm low on armor ( / health). Any delay will get me closer of getting killed, and trying to crouch jump over a skulk / gorge / lerk doesn't work every time. So I end up stuck, and eventually killed, before I'm able to get over them.

    As for your second "suggestion": So you say, healing an Onos / Fade or umbraing them is lame? Well thanks for telling me, because I always thaught this was helping them. And there are quite some maps, where you have those "stuck issues": I.E ns_tanith at the marine base, co_core at the marine start, ns_nothing (marine start again).
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    if you cant escape its bad foresight, being able to push your allies around would be a more significant annoyance, especially with delicate ff controls. Show me a place where an onos cant escape with an aware team.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-ZiGGY^+Feb 4 2004, 11:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Feb 4 2004, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you cant escape its bad foresight, being able to push your allies around would be a more significant annoyance, especially with delicate ff controls. Show me a place where an onos cant escape with an aware team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Dude, different classes have different speeds to them you know.

    Even in organized teams in tight area's onos will still get stuck on other teammates.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Tanith corridor to marine base.

    The only times I have any significant problems with being blocked by teammates is in places like that where the Onos is roughly the same size as the corridor, and no matter where the Skulk/Gorge/Lerk tries to fit himself in the corridor, he can't pass the Onos. I could see pushing being enabled only for Onos vs those 3 smaller classes...reduces greifing potential substantially if only a 100 res creature (oops, its less now, I'm still playing 2.1 and I'm not sure what the new number is) can push things around and can only push around the "small" aliens.

    On a sidenote, Charge should push LA marines, but not HA.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Again, how the hell could this system be made for "greifing", almost every class is faster than the onos, with the except of the gorge.

    Also, on pub servers where the stupid gorges just stack behind an onos it sure is annoying to be stuck behind a puddle of gorges and be helpless to it.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    the only significant block (because i know lerks gorges and skulks can be jumped over) is the onos, which wouldnt be pushed anyway. As far as coding time goes... it would be more annoying than fun and wouldnt really accomplish much w/respect to fleeing a second earlier.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-ZiGGY^+Feb 5 2004, 12:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Feb 5 2004, 12:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the only significant block (because i know lerks gorges and skulks can be jumped over) is the onos, which wouldnt be pushed anyway. As far as coding time goes... it would be more annoying than fun and <b>wouldnt really accomplish much w/respect to fleeing a second earlier.</b> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A second is everything in NS
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Depending how the push affects the other player it could be easily abused outside marine starts, by pushing other classes (mainly gorge or fade but could include a skulk on the wall) into the base so they get torn up. Besides the couple places where you can push them into death pits. I like the idea but it is abusable, btw I would say only onos can push things around. If there was a way to step over them that would be the best solution.

    On a side note it would be nice if you were on something that you moved with it instead of falling off. It would be funny but abusable.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    I like that idea Turkey. Although currently you can kinda do that with skulks/onos, having the skulks ride the onos like a carrier. This could make for an interesting strategy...skulks stay towards the rear of the onos, onos runs into base, skulks leap off the back while xenociding...it'd look like the onos had explosive diarreha...haha.

    However, I agree that pushing around could lead to griefing, but an automatic "step over" feature would not. It would be reserved for fade and onos, and they would basically ignore the smaller life form's clipping (as automatic step over could lead to problems where the ceiling would be too low in cases). I see no problem with this.

    Also, charge should knock back both LAs and HAs. Why? Onos has way more mass than an HA. Perhaps HAs wouldn't fly back so far, but still, they don't have sufficient mass to be able to stop a charging onos. Charging should also do a set damage, so that the onos could simply charge through a group of Marines, knocking them back and damaging/disorienting them at the same time...but I've already talked about this in another thread.
  • rockst4rrockst4r Join Date: 2003-08-14 Member: 19682Members
    1. skulks should have no problem with running between the legs of an onos
    2. an onos should have no problem with running over a skulk

    making the lower part of the onos be penetrable for skulks and lerks would be:

    1. realistic
    2. more fun coz blocking would be no problem anymore
    3. without drawbacks

    so why do you spend all you energies on criticising this idea? its great and solves a problen that can be found on every public. we all know how annoying this blocking be...
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    I think it's a good idea, but is it possible to implement? I can't think of any mods that have such a feature. Maybe Max the mad genius can find a way to code it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    That's what I'm thinking Majin. HL isn't exactly designed for that kind of physics. If the charge/leap code + the "push" code that used to be used for bite but I think is now just used for rockets are applicable, then it might work out.

    Even if it is possible, I'd say this is low priority for 3.0 official release. There are pretty simple workarounds (teamwork, hah), so it's not so big an issue. Maybe 3.1?
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Bite never had a "push" code. Bite was applied with a type of melee damage which had a built in "push" code associated with it. Using that type of damage for charge would have an interesting result...

    But I believe the devs considered the "push" attached to Bite to be a bug and were working on removing it. I don't know if they ever did or not.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin-Forlorn+Feb 5 2004, 06:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Feb 5 2004, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ZiGGY^+Feb 5 2004, 12:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Feb 5 2004, 12:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the only significant block (because i know lerks gorges and skulks can be jumped over) is the onos, which wouldnt be pushed anyway. As far as coding time goes... it would be more annoying than fun and <b>wouldnt really accomplish much w/respect to fleeing a second earlier.</b> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    A second is everything in NS <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    if a second is everything in ns retreating is guaranteed loss. im still waiting for you to show me anyone who is retarded enough to block intentionally without malice for more than .2 seconds.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Clip through the blocking player after half a second of direct contact - but make it so that you can't 'hide' inside another player.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <!--QuoteBegin-ZiGGY^+Feb 5 2004, 12:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Feb 5 2004, 12:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> im still waiting for you to show me anyone who is retarded enough to block intentionally without malice for more than .2 seconds. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I have done so before, and it's been done to me before too.

    One prime example would be on ns_origin in both hallways leading out of Computer Lab, where trying to have a full on assualt involving atleast 1 onos, 2 fades, a gorge and a lerk (I kid you not, it's happened before, one time we even had 2 oni trying to fight in those corridors), and you are faced with an equally large number of marines and possibly static defenses from either side things get a little.... cramped...

    Woe become the slow moving adrenaline that tries to follow behind an onos to provide healspray support when that onos realises he's just stumbled into 4 HMGs and wishes to beat a prompt retreat. Onos turns around and starts running, gorge is in exact centre of hallway and would LOVE to move out of the way but is faced with not only the issue that even crossing from one side of the hallway to another is an arduous task, or even the issue that the onos invariably moves to the same side of the corridor as you to try and get past, but also the helpful lerk who just landed next to the gorge to fire umbra at the onos and the fade who just blinked into the huge alien traffic jam.

    Now who's to blame here? None of the aliens realised the 4 HMGs had just arrived on the scene, and the gorge and lerk and been following the same pattern succesfully for several minutes now because they could usually get out of the hallway before the onos needed to retreat. Sure the onos immediately turned around and ran back the way he came but he's the one being supported here and the lives of other aliens depend on the onos staying alive. You can't exactly blame the fade either, I mean he just watched an onos, gorge and lerk all enter a hallway as fast as they could and can hear gunfire on the other side, it's only natural that the fade is going to want to get in there and keep his buddies alive (and possibly score a few easy kills while the marines are distracted by the big onos).

    A far more everyday example however is between the skulk and the lerk moving in opposite directions in a small corridor. I'm not sure what goes through your average skulk's mind when he sees a lerk coming, but you can almost guaruntee that the skulk will hop up at the exact moment the lerk is attempting to fly overhead. The skulk carries on his merry way, and the lerk is faced with the fact that it's going to cost a lot of energy to get back into the air at all, and it's going to take an excruciating amount of time to work yourself back up to full speed. This happens far to often and far too consistently for me to believe it's intentional, but it's still annoying as hell.
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