Facing a player to heal.

Started by DreadStunLock, November 11, 2010, 10:59:20 PM

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DreadStunLock

Quote from: STON3COLDKILLA on November 15, 2010, 07:16:29 PM
Why's that? Completely disagree.

Same, I don't see his theory for balance.

Cronky

#16
Quote from: DreadStunLock on November 15, 2010, 08:00:49 PM
Quote from: STON3COLDKILLA on November 15, 2010, 07:16:29 PM
Why's that? Completely disagree.

Same, I don't see his theory for balance.

I think he meant it so that it wont be abused... somewhat like it is (depending on how you see it). A Merc gets you down to a sliver of health plus 14 spy traps tripped, and all it takes is you stopping by your partner for .021543 seconds to get your health back and taking all the spy traps off.

Making it a Gadget means you bring it with a purpose in mind. Making it only 2-3 times means you can't abuse it. The 2-3 second animation is so that it actually makes it a risk to use (if you just do it out in the open), instead of:

-Lose HP/Run through Spy Traps
-Find Partner
-Partner mashes action button
-???
-Profit

Though that's thinking that Healing and Spy Trap removal is a big deal. It is annoying that Spy Traps, no matter how well placed, can be defused so quickly. Sure, you have to find your partner to do so but that's a minor hoop to jump through to clear out an area of Traps.

(As an Example of this: That was something my friend and I would do back when we played. He'd run through a room and trip all the traps then run back to me. I'd take them all off and we'd be all fine and dandy to sneak about to our hearts content.

Sure that meant they knew where we were for that minute, but then we never had to worry about them using more traps in that life.)
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VaNilla

It doesn't really serve a purpose though, it's not a problem and when spies have enough trouble as it is, it only serves to overpower the mercenaries.

Cronky

#18
That's why I said it's dependent on how you look at it.

It's annoying that all the Merc's "Work" can be dispelled with the click (see: Mashing) of one button. With the only hoop the spies have to jump through is meeting up. Health boxes at least make you go out of your way to get more health.

Spy Traps are the biggest offend-ies(?)... I see Spekkio's idea as a means to make it more of a "privilege", rather than an ability to do such a thing. You ran through 5 Spy Traps... but you can only take off 3... and taking off 3 means your partner can't Heal you (in the case that you get hurt without dying). Vice Versa, if you've been healed 3 times (in one of your partners lives) then you will just have to outlive the Spy Trap's duration. (Do the durations stack, or does running through another just reset the timer?)

Making it a Gadget is probably a little much, but I get where he could be coming from (if I'm reading it right). Making it take 2-3 seconds just makes the Health Boxes a more viable option if you want to dash in, dash out.

Course on the other hand, it's not a big deal.

Edit:

...and sounds really complicated. At least how I explained it.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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