Grab from the ledge.

Started by DreadStunLock, July 11, 2010, 06:17:22 PM

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psyichic

Wow this is a first post for me after a REALLY long hiatus. (School eats time up really well)

Perhaps it would be possible for the devs to create a way for certain ledges to produce a fatal fall and some to produce a non-fatal fall. Maybe it could be volume based so you place a "fatal volume" on certain ledges and a "non-fatal volume" on others.

In any case it seems though like adding straight up box pulls might change the balance of the game far too much. It would almost make any single ledge a spy's weapon and may limit map developers when they try to produce maps.

Think about how that would change the balance of the game I mean a level like Missile Silo would get ridiculous.

DreadStunLock

I guess you did not read the whole post either, one person already came up with the idea of health reduce upon different heights.

And what Missile strike part are you talking about?
If on the last mission a spy will be killed before he manages to drop down and grab the ledge, and if a merc is dumb enough to get close well it's his fault.

monterto

I think a ledge grab should be a kill. Period. I wouldn't mind slew of animations, depending on height, to make the kill more believable.
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Cronky

Quote from: monterto on July 25, 2010, 03:54:34 AM
I think a ledge grab should be a kill. Period. I wouldn't mind slew of animations, depending on height, to make the kill more believable.

The problem with that is the same as mentioned above by psyichic. This thread is trying to say that a "Ledge Grab" could be one of two types of grabs. Either:

-A Rail Grab: What you see in CT. Merc goes head first to his death

and

-A "Box" Grab: Any grab outside of a rail where it would make sense. Such as the box up near the catwalk on Deftec.

Making both of these fatal would be widely unbalanced because it would be too easy to get a ledge kill. Making the Box grab not fatal could be a nice addition to gameplay. OR... the idea could just be tossed and no one would care. ;D
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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psyichic

My thoughts on missile strike are directed at all the sectors. In the first sector on top of the bunkers that would turn the merc's observation point there into basically a death trap. Second sector above the drop boxes it wouldn't be as common but getting "box" grabbed from one of the upper levels.

The idea of fatal vs. non fatal volumes was just a suggestion on a way to differentiate between a ledge grab being fatal or non fatal. I have no real opinion on whether it should produce damage or not depending upon height. I say just make it easier for mappers to balance it the way they need to balance it. We have alot of great mappers around here. I say if we give them the options everything will take care of itself since they understand how to balance maps pretty damn well.

monterto

Quote from: Cronky on July 25, 2010, 04:48:14 AM
Quote from: monterto on July 25, 2010, 03:54:34 AM
I think a ledge grab should be a kill. Period. I wouldn't mind slew of animations, depending on height, to make the kill more believable.

The problem with that is the same as mentioned above by psyichic. This thread is trying to say that a "Ledge Grab" could be one of two types of grabs. Either:

Keep it simple & make it rails, just like CT. It gives the merc an indication of where he is or is not safe and allows for more control by the mapper.
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Succubus Dryad Of The Undying Comet

I disagree. Merc's should not know where they are safe.
They're fucking mercs.

monterto

Quote from: Succubus Dryad Of The Undying Comet on July 26, 2010, 02:31:45 AM
I disagree. Merc's should not know where they are safe.
They're fucking mercs.

I'd like to agree but I just think it would make it too hard to make a fair and fun map. At least not without eliminating any vertical gameplay.
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Farley4Fan

Quote from: monterto on July 26, 2010, 12:46:37 AM
Quote from: Cronky on July 25, 2010, 04:48:14 AM
Quote from: monterto on July 25, 2010, 03:54:34 AM
I think a ledge grab should be a kill. Period. I wouldn't mind slew of animations, depending on height, to make the kill more believable.

The problem with that is the same as mentioned above by psyichic. This thread is trying to say that a "Ledge Grab" could be one of two types of grabs. Either:

Keep it simple & make it rails, just like CT. It gives the merc an indication of where he is or is not safe and allows for more control by the mapper.

Am I misunderstanding you or did you just change your mind?

Earlier:

Quote from: monterto on July 25, 2010, 03:54:34 AM
I think a ledge grab should be a kill. Period. I wouldn't mind slew of animations, depending on height, to make the kill more believable.

monterto

semantics. I say ledge grab but I'm thinking in terms of SCCT existing game rules (IE over a rail). I was explaining how it should be a kill, but different animations would be a nice bit of detail to make the death of a merc more believable for a 2 foot drop. My last post was just clarifying to cronky who, if I understand correctly, thought by "ledge grab" I meant from a ledge with no railing.
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Farley4Fan

Oh ok.  I love your av btw

monterto

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