Symptoms - Read This

Started by Digital-Maniac, March 13, 2008, 02:27:42 PM

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Cyntrox

It wouldn't be random.

The general rule could be this: The higher on the spy, the more damage.

That way, if you place it in head height, you will pretty much have a guaranteed kill. However, the mine will be easier to see I think, and if spotted you only have to crouch to get around it.

That way the merc get a tradeoff: Damage vs harder to see/harder to avoid.


frvge

Wouldn't work when the Spy is crouched.

I think it's overdoing it.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Digital-Maniac

Quote from: frvge on March 13, 2008, 09:04:52 PM
Wouldn't work when the Spy is crouched.

I think it's overdoing it.

^^ why?
If a spy jumps over a laser or rolls or ducks under it he doesnt detonate it.
pretty simple, no?

Xris

what if its at a door way so u can jump over it, and its just low enough that if u crouch it will hit u in the top of the head?  are u still gonna try and go through? would u walk through so it hits u in the leg??

Cyntrox

Quote from: FusionSlayer on March 13, 2008, 10:04:00 PM
what if its at a door way so u can jump over it, and its just low enough that if u crouch it will hit u in the top of the head?  are u still gonna try and go through? would u walk through so it hits u in the leg??
You'd have the same situation with standardized poison damage.

Daybreak

Intersting idea.

All of it needs to be simplified. The best solution so far is in fact, the spy losing speed the longer he is poisend, but that's forced game play. So the natural solution is to make it the spy's choice. How? Easy.

Poison is shot into your blood, and you die. The faster it spreads the more quickly you die. So, in theory, when you get hit by a spy trap and you decide to run away to a med kit, you may not make it because you increase your heart rate and thus the poison spreads faster hence the earlier death. (worst sentence ever).

To explain it simply. Have a standard time for the poison to kill. You reduce the time if you go faster, or increase the time if you go slower. It's an effect that the player can chose for running into the poison mine. They may still die, but depending on their choice, they might be able to get to the health pack, or stop and wait for your partner to heal you. (if it's implemented) It's a choice that the player gets to make.

seefoo.

randomness = crouching spy walking through a lower laser and is only poisoned as if he was hit in the leg.  or if it bugs out and you still run at 100%.  you guys are getting too technical.  nice idea - hard to work out.

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Daybreak


seefoo.

i think it falls under the bugging out and not running at the proper speed 100% of the time.  just one time it bugs out and the spy is able to heal himself = gg bs.

Cyntrox

Quote from: seefoo. on March 13, 2008, 10:48:17 PM
randomness = crouching spy walking through a lower laser and is only poisoned as if he was hit in the leg.  or if it bugs out and you still run at 100%.  you guys are getting too technical.  nice idea - hard to work out.
You can probably use much of the same algorithms as bullet hit detection anyways

Farley4Fan

#27
It's really not that random nor complex.  Besides, don't we all agree that randomness and variation caused by the player would be a good thing?

And omg you guys.  Just freaking chaff it if it's right in your face and don't take the time to decide if you can jump or crouch underneath it.  OR, go another way.

I think it's a pretty good idea.  I nice bit of strategy would go into placement.  A nice poison mine boost, which imo was needed.  Although it depends on map design, poison mines aren't that great in a lot of situations and locations.

Digital-Maniac

I think I figured it out, maybe the hit detection (head, shoulders, knees n toes) is a bit too much? Though I love the idea and would probably prefer it.

But how about
The distance from the poison mine on a wall, if I'm 1 foot from it it kills me faster
if I'm 12 feet from it , poison drains from the dart and less is injected into the spy thus causing a slower health drain.

^^^ I Think I got it

Gawain

different poison hit boxes is just stupid.
the easiest solution would having the slow-down effect increase over time to about 40%. if that's too hard to program, just lower the poison timer.