Hey Peeps,
I'm just going to provide the basis for an idea, you guys always do a good job of making my ideas better
I always thought this when I played Online SCCT but who knows...
When I run into a poison mine, my spy runs pretty darn quickly and I heal myself.
Like when I get poisoned in the "Greek" Room in that "Aquarius" stage I manage to run with just enough time to heal myself.
But I always wondered... What does the spy feel before he dies?
Does he vomit? Oh no he cant because he has a mask on, does he shit his pants? probably, but who knows.
But I do not think a Spy should be able to run full speed when he's poisoned and then suddenly drop to the floor and die...
Sure we usually saw a spy clutching his stomach, but who knows what really happened, it would be cool if they puked
Another thing I was thinking was the positioning of a mine, making the spy die faster/slower depending on where it hit.
If a spy gets hit with a poison mine in the neck he should die faster but still be able to run...
If he gets hit in the leg he'll die slower and run slower but have more time to get to a healing station.
well digital i don't think that the spy would puke, hence they both wear masks, thus if it were the spy would die from affixiation from his own vomit =/ but ya i like the sound of the different hit points idea.
Or when maybe when he heals himself he'll life his mask (just enough to expose his nose & mouth) and vomits...
If there's a merc nearby he can puke on the mercs mask blinding him for a moment (Just Kidding)
but yes, I think having different hit points would help along with some kind of symptoms.
or if you get hit with two posion mines then your energy will drain quicker, though some mercs may do the stupid thing of putting 3 mines too close to each other resulting in one sick spy
Quote from: AgentX_003 on March 13, 2008, 04:08:12 PM
well digital i don't think that the spy would puke, hence they both wear masks, thus if it were the spy would die from affixiation from his own vomit =/ but ya i like the sound of the different hit points idea.
You don't make sense. Hence and thus in 1 sentence...HAHAHAHAHAHA
Digital, I like the idea of health draining faster where the spy is hit. The new poison mines are supposed to have a dart that shoots out and nabs you. Depending where it hits should determine the quickness of health depletion. You're also right in saying the spy should nt run full speed. He was poisoned. My only argument to that is the adrenaline rush a person would get when they found out they were close to death, unless they were able to make it somewhere to heal themselves. So I can actualt imagine a spy sprinting faster to heal himself as opposed to slowing down. Maybe towards the end of his health, but at the beginning he should be able to run as fast as possible until the poison has a greater effect.
ya ya ya shut up, about my faultz =/. . but great points west ;P
Most definitley the more the poison seeps into the spies blood stream and affects his organs... Maybe a heart attack?
What if when he went to the health box it took slightly longer to heal?
I definitley think this would deepen the experience.
The next thing the partner should be able to heal you but at the expense of using an antidote maybe as an optional gadget? or part of the backpack maybe one or two syringes?
Would suck for gameplay reasons I think. It adds too much random things.
Actually, a gradually increasing slow effect from 0 to -50% movement speed to accompany poison wouldn't be a bad idea. Puking is a little OTT.
I dont think it's random
there has to be some kind of indicator showing where the spy was hit, so the player knows...
Ok I can keep hacking
or
I better run for my life
I know there are plenty of possibilities and it can add that "randomness" if not done right, but listen to me...
UBISoft... softened SC with DA and made it noob proof... and in the end the game sucked once you got good at it, unlike SCCT which sometimes gets up to 125ppl online on a lucky day... with 'decent' competition.
So yes, even if there are random things that make the game difficult, dedicated gamers will enjoy this and the complexity it brings.
When I play SCCT no matter how much I may get my ass kicked at times, I still enjoy the game because of the lack of "NOOB PROTECTION".
The only noob protection that should be is a training session that is always accessible. not just showing you how to shoot, run and jump but something that teaches you about the effects of poison, cams and such stuff
We want to get rid of randomness by funny punches, instanades etc. Why add another 'semi-random' thing then?
it's too random and too complex. but as the poison timer needs to get lowered anyways, the slowing down effect would be a nice solution. it makes it harder to simply run to the closest med kit but your mate has the same time like in ct to come for help.
Quote from: frvge on March 13, 2008, 06:40:46 PM
We want to get rid of randomness by funny punches, instanades etc. Why add another 'semi-random' thing then?
Well I need tto start a new thread to express my displeasure with this.
http://www.projectstealthgame.com/index.php/topic,1007.0.html (http://www.projectstealthgame.com/index.php/topic,1007.0.html)
I say no, cause its poison, not proxy or laser, so you shouldnt die very soon, you should stand a chance to reach medkit. Poison mine has its advantages - its useful no matter if laser is long but the disadvatage is that you die immediatelly.
Quote from: Westfall-US on March 13, 2008, 05:02:33 PM
Digital, I like the idea of health draining faster where the spy is hit. The new poison mines are supposed to have a dart that shoots out and nabs you.
FYI, that was the description of the CT poison mine as well.
Quote from: Spekkio on March 13, 2008, 06:23:30 PM
Actually, a gradually increasing slow effect from 0 to -50% movement speed to accompany poison wouldn't be a bad idea. Puking is a little OTT.
Poison is pretty effective as it is, I think a movement decrease may be a little too powerful -- at least 50% is. I can see a 20% reduction being somewhat better, but I can't count how many times I've been hit by a poison and
just missed the health box by a second.
Yea I've died in front of the box, and honestly when you run into a strategically placed Poison mine you usually have enough time (if you have full health & a stead hand) to heal yourself no matter where on the map.
That's fair in my opinion, but fair isn't always the solution, because in my opinion, if a spy gets poisoned on the neck he easily could have avoided that poison mine by crouching, but, he didnt, he wasnt careful enough and you know what, he should die.
Dammit Fisher!
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.
^^Beautiful
Wouldn't work when the Spy is crouched.
I think it's overdoing it.
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?
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??
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.
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.
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.
Agree.
what about my idea...
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.
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
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.
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
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.
The distance is better. Not great. Still not a fan of it.
The distance can be done but then the next problem would be... besides the health draining faster, there should be an indicator of the amount of poison... can the screen get blurry?
Yes.
Im against slow-down effect cause it would almost always mean that spy is dead if theres no mate nearby. You should have a chance to heal yourself alone.
^^That's perfect!
Poison should distort your vision, maybe the strength of the poison could determine how blurry it gets...
So now I have three suggestions
1 - Depending on the location of the poison mine (Head, shoulders, knees n toes) the spies health drains faster or slower.
2 - The distance of the Poison mine from the place where it strikes a spy would determin how much poison is left and how much is injected into the spy.
3 - Giving the merc the option of selecting the strength of a poison mine which would effect the range its funtions at
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F9670%2Fpoisonminegt9.png&hash=6dca42bcceb5256158f99b7d08e46f6628b251eb)
ie -
A strong poison mine would inject a highly concentrated dosage poison into the spy but would only work at 30% of the distance if the spy cuts the laser after that
A Medium poison mine would inject a moderate amount of poison and would effect the spy in a certain way
A weak poison mine would be the weakest dosage
or from the image you can picture... 10%, 20%, 30%, 40% effectivness
and instead of the health draining faster or slower, your screen would just become blurrier and blurrier, maybe some kind of screeching sound effect? Maybe as your health drains, your screen gets bluurier and blurrier, maybe blood shot?
You better know the maps well if your screen starts to blur because if you dont you may miss a door or even a health box near you...
What type of blur effects are available?
If you guys are serious about adding such an effect lets see what can be done
maybe a few cheap samples.
Or instead of a screeching sound, maybe we can get sounds of nades exploding or machine guns from the spies past wars/batles.
Has anyone ever played "Eternal Darkness" on the Gamecube?
Think of the Sanity effects, those were some of the most WICKED effects I have ever seen in gaming. Here is a list of the effects just to give you a general idea:
[edit] Sanity effects
The game's standout concept, patented by Nintendo,[2] is the "sanity meter", a green bar on screen which is depleted under various conditions, generally when the character is seen by an enemy. It can be restored under various conditions, such as performing a "finishing move" on an enemy. As the bar becomes low, various effects occur, reflecting the character's slackening grip on reality. If the bar remains empty, further damage to sanity decreases the player character's health.
One effect which is consistently used is a skewed camera angle accompanied by whispers, cries, and other noises. The lower the sanity meter, the more skewed the camera angle and the louder the sound effects. Fourth wall breaking effects include simulated displays with messages apparently produced by the TV or the GameCube; this does not affect gameplay unless the player misconstrues them as actual technical malfunctions and turns off or resets his or her system, thereby losing all progress made since his or her last save.
There are many different sanity effects, the amount they last depends on each effect, and not all effects will necessarily be encountered during a given run through the game. A few more commonplace examples include:
- Sounds, such as footsteps, women and children screaming, doors slamming, and the sound of a blade being sharpened. Imagine hearing a Merc charging at you or his gun going off, maybe you hear his gas mask nearby, this could effect which direction you run in
- Paintings in the environment transforming to depict different images (such as an idyllic mountaintop scene changing into a raging inferno). Though this would be cool in an art gallery it's prob too much, maybe the sharks in a stage like aqua could all go belly up n die
- Walls and ceilings bleeding. Attacking them causes more effusion. (this could be cool, if its easy to implement)
- When casting a spell, the player character's body above the waist violently explodes. (LOL)
- Appearance of large numbers of monsters that are not really there, and disappear when attacked. (Imagine seeing 5 mercs coming at you)
- The player character's head falling off. When picked up, the head begins to recite Shakespeare (specifically, Act III, Scene I of Hamlet). (LOLLLLLLLLLLLLL)
- Character or monsters shrinking or growing. (Maybe the spy could have an effect where the walls are shrinking in on him?)
- A version of the blue screen of death. (lol)
- Statues and busts turning to look at the character. They turn back to original position when the character faces them. (Sharks in aqua or any statues?)
- Character whimpering and babbling to him or herself. (would be cool)
- A "to-be-continued" message and promising continuation in a sequel game: Eternal Darkness: Sanity's Redemption.
- Body parts systematically falling off one by one. imagine this?
- Character walking into a room from a previous or future chapter that uses the same location. Perhaps the spy runs out of a room and BAM he thins he's back in it then a flash takes him back outside
- Character accidentally shooting him or herself while reloading. This would be awesome
- Alex walks into a room and sees a dead body. Upon inspection, the body becomes seemingly animate, or turns out - to be her own, then everything returns to normal and a woman's loud scream is heard or a man's voice whispering, "The Darkness is coming." scary as hell
- Character entering a room on the ceiling; after a while the player finds him- or herself back outside the door used to enter the room. This was SWEET!
- Character sinking into the floor. Some may call this a glitch
- Entering a room as a zombie, forced to wander the environment in this form until destroyed (and thereafter reappearing at the room's entrance as though nothing had happened).
- When trying to save, instead of the usual "Do you wish to overwrite saved data" screen, there is a "Do you wish to delete all save files" with the options "Yes" and "Continue without saving." No matter what you do, all files appear to be deleted.
- A volume bar appearing (much like that on some televisions) that shows the volume increasing, decreasing, or being muted. cool on a TV not sure about a PC
- The word "VIDEO" appearing in the top-right corner in green text on an otherwise black screen, mimicking the "video" channel setting on most televisions when the game system is turned off.
- Insects swarming all over the lens of the camera. this was fun
- Game suddenly stops responding to player's commands just as the player-character enters a room full of zombies. -heh
- The screen displays an error message claiming that the controller has been disconnected. Meanwhile, the zombies attack and kill the helpless character. maybe a 'fake' merc can knock out a spy then the screen flashes and the spy is back up... and running again, though the health draining has to be paused for a second
- Upon entering the inventory screen, all boxes will appear empty and player will be unable to flip through the different pages, simulating a lock up.
I know some of these are wayyyy too ambitious, but to get an idea of what can be done, some of these things may be cool. What do you guys think?
I think that amount of detail would be hard to program and as seefoo said, be buggy.
I'm not sure how my idea would be buggy to implement because, if tied in the speed of which you lose life to the speed of the spy, it wouldn't be. If it did, then that would mean that changing speeds and such would be buggy and that would be bad for the game. Maybe it's not as simple as i think it is.
In anycase, the sanity affects are cool, but during a multiplayer game would be quite annoying. It seems that we all agree that when random things occur in an mulitplayer game of any kind. It sucks.
Yes I imagine how some could be annoying/buggy
Lets see which I would like the most
From my favorite to the least favorite
*****Poison me and my screen gets blurry, blurring more as my health deteriorates
*****hearing a Merc charging at you or his gun going off, maybe you hear his gas mask nearby, this could effect which direction you run in
*****- Character shrinking or growing. (Maybe the spy could have an effect where the walls are shrinking in on him?)
****Character whimpering and babbling to him or herself. (would be cool)
**** Character accidentally shooting him or herself while reloading. This would be awesome
****- Character sinking into the floor. Some may call this a glitch
wtf now you're suggesting to make poison mines even more complex oO
the main problem with poison mines and spy traps is that their use heavily depends on the map design. there are some lame spots (like storage on orph), but in most positions poison mines aren't strong against reasonable careful players. imo poison mines need a huge change to make it impossible to jump right over them and seperate them more from traps.
No offense but, making options like how strong the poision would be wont help the game's pace.
You should be able to pop out the mine in no-time, without having to make decisions. I could already imagine myself trying to figure what the best option would be and being necked.
yes, i considered the time it would take to Arm a mine and imagine selecting through menus could take a few seconds which could result in getting knecked or knocked out.
Maybe keep it simple?
Poison mine = draining health = screen gets blurrier & blurrier as your health level sinks
I like the idea that spy keeps hearing things that dont happen.
Quote from: neth on March 14, 2008, 06:15:56 PM
I like the idea that spy keeps hearing things that dont happen.
Yes, it's not too over the top but wouldn't you agree that hearing gunshots from your left would be awesome combined with the blurred vision? so u cant really tell 100% if a merc is nearby?
The sounds need to be random gun shots & explosions different each time it happens, this way it doesnt become repetitive.
Isn't it amazing how in one thread everyone can flame you and in another they can co-exist?
I love the internet! :-*
Quote from: Digital-Maniac on March 14, 2008, 06:32:07 PM
Quote from: neth on March 14, 2008, 06:15:56 PM
I like the idea that spy keeps hearing things that dont happen.
Yes, it's not too over the top but wouldn't you agree that hearing gunshots from your left would be awesome combined with the blurred vision? so u cant really tell 100% if a merc is nearby?
The sounds need to be random gun shots & explosions different each time it happens, this way it doesnt become repetitive.
Isn't it amazing how in one thread everyone can flame you and in another they can co-exist?
I love the internet! :-*
Why would the spy need to have his vision blurred while poisoned? It will only cause video lag. Both the sound and vision crippling aren't necessary if the spy is about to die. The screen blurring might be okay, but it doesn't really need to be implemented. The idea is the symptom of poison. Remember the spy is in 3rd person. 1st person would make more sense.
Because graphical effects are cool.
It is third person, but that doesnt mean you cant blur the screen... I think it happened to lara croft at some point, not too bad
i'm ok with some fancy poison effect as long as it's gameplay influence isn't too strong, but what's the point? oO
Agreed, poison mines do need a bit of a boost. This might be a good way of doing that. But don't make it overly complex. I think your idea is fine and simple.
the easiest and maybe best boost is boosting the killing speed.
Map design is usually the biggest factor of how good poison mines really are. You could just do the balancing there. If it's not enough then increase the killing speed. Think Aqua. I'd say that map has the most useful poison mine possibilities because of the hard-to-get-to medi kits. They are either far away, or they take some work to get to.
QuoteMap design is usually the biggest factor of how good poison mines really are.
Map design is irrelevant when your partner can just insta-heal you and if one of you is the host then the mercs don't have a clue that the poison was tripped.
If your partner can insta heal you then isn't killing speed irrelevant as well? Obviously we are talking about being alone with your partner not near you, spekkio.
Quote from: Papa Skull on March 15, 2008, 02:03:12 AM
If your partner can insta heal you then isn't killing speed irrelevant as well? Obviously we are talking about being alone with your partner not near you, spekkio.
Thats not obvious at all. We have, however, already discussed limiting the heal power that your partner has. Bump the poison speed based on where you're hit. Also, just because something looks "cool" doesn't classify it as necessary. Instead of blurring, why not just decrease the color to grey. Kind of like when you're shutting down Windows XP.
I actually like blurring the vision, together with those random sounds. Remember Call of Duty where you get the slow-cam if you get hit real hard, you will drop down to the ground, hear soft war sounds around you like you're fadfing away from reality and the vision gets a bit blurred, something like that.
Quote from: Westfall-US on March 14, 2008, 08:08:45 PM
Quote from: Digital-Maniac on March 14, 2008, 06:32:07 PM
Quote from: neth on March 14, 2008, 06:15:56 PM
I like the idea that spy keeps hearing things that dont happen.
Yes, it's not too over the top but wouldn't you agree that hearing gunshots from your left would be awesome combined with the blurred vision?
so u cant really tell 100% if a merc is nearby?
The sounds need to be random gun shots & explosions different each time it happens, this way it doesnt become repetitive.
Isn't it amazing how in one thread everyone can flame you and in another they can co-exist?
I love the internet! :-*
Why would the spy need to have his vision blurred while poisoned? It will only cause video lag. Both the sound and vision crippling aren't necessary if the spy is about to die. The screen blurring might be okay, but it doesn't really need to be implemented. The idea is the symptom of poison. Remember the spy is in 3rd person. 1st person would make more sense.
By that logic, night vision and thermal vision would only make sense in first person.
Well i think there should be a side effect to the poison besides just dying, I think blurring the vision is like a hallucination which is cool. a symptom of sick feeling/dizzyness, something you may feel when... poisoned
I liked what Daybreak said, if you go slow, the poison spreads slower because not as much blood is running thro your body.
Haven't you had (i have for sure) many times where, if you could've gone slower beside the merc / mine etc. you wouldn't had died, but because the poison just kept depleting your health at the same rate as running you get killed.
It would be pretty realistic, as you increase the blood flow in your body by running, and if your walking / standing still the blood flow is slower thus allowing the poison to spread more slowly, giving you more time to wait for a partner / sneak beside the merc.
Also the time from point A to point B should be exactly the same when crouching slowly and running imo, that way you have a choice to make, to go slowly, but lose time to hack the objectives, or just run for it and hope you wont get killed by anything.
Quote from: ShadowX on March 15, 2008, 03:08:33 PM
I liked what Daybreak said, if you go slow, the poison spreads slower because not as much blood is running thro your body.
Haven't you had (i have for sure) many times where, if you could've gone slower beside the merc / mine etc. you wouldn't had died, but because the poison just kept depleting your health at the same rate as running you get killed.
It would be pretty realistic, as you increase the blood flow in your body by running, and if your walking / standing still the blood flow is slower thus allowing the poison to spread more slowly, giving you more time to wait for a partner / sneak beside the merc.
Also the time from point A to point B should be exactly the same when crouching slowly and running imo, that way you have a choice to make, to go slowly, but lose time to hack the objectives, or just run for it and hope you wont get killed by anything.
[/b]
I agree but I think the screen should blur the more the poison seeps into your blood... SYmptoms, show the spy is sick somehow
Quote from: Digital-Maniac on March 15, 2008, 03:49:33 PM
Quote from: ShadowX on March 15, 2008, 03:08:33 PM
I liked what Daybreak said, if you go slow, the poison spreads slower because not as much blood is running thro your body.
Haven't you had (i have for sure) many times where, if you could've gone slower beside the merc / mine etc. you wouldn't had died, but because the poison just kept depleting your health at the same rate as running you get killed.
It would be pretty realistic, as you increase the blood flow in your body by running, and if your walking / standing still the blood flow is slower thus allowing the poison to spread more slowly, giving you more time to wait for a partner / sneak beside the merc.
Also the time from point A to point B should be exactly the same when crouching slowly and running imo, that way you have a choice to make, to go slowly, but lose time to hack the objectives, or just run for it and hope you wont get killed by anything.
[/b]
I agree but I think the screen should blur the more the poison seeps into your blood... SYmptoms, show the spy is sick somehow
Poisen should stay as it is, it is already fairly easy to heal as it is, so long as you have full hp when u get hit.
Quote from: 0ctin on March 15, 2008, 04:07:50 PM
Poisen should stay as it is, it is already fairly easy to heal as it is, so long as you have full hp when u get hit.
that's exactly the reason why poison needs a boost. it's meant to kill if you run into it unprepared.
Quote from: Gawain on March 15, 2008, 04:45:59 PM
Quote from: 0ctin on March 15, 2008, 04:07:50 PM
Poisen should stay as it is, it is already fairly easy to heal as it is, so long as you have full hp when u get hit.
that's exactly the reason why poison needs a boost. it's meant to kill if you run into it unprepared.
so are laser n proxies...
i say blur as your health drains
Poison mines right now are nothing but makeshift spy traps for the host. I wouldn't be opposed to a gradually increasing blur/slow effect OR a faster kill timer (15 ---> 10 sec).
Quote from: Spekkio on March 15, 2008, 05:17:56 PM
I wouldn't be opposed to a gradually increasing blur/slow effect OR a faster kill timer (15 ---> 10 sec).
Poison mines arent made to kill instantly, spy should have a chance to survive. He would stand no chance in most situations if you decrease the time to 10sec, you can as well make it instant.
That makes no sense whatsoever. Ten seconds still affords the spy time to reach a healthpack or to have his partner remove the effect or heal if that's still in the game.
The problem with no partner-healing is that either maps should be smaller, or there should be more healthpacks.
Quote from: frvge on March 15, 2008, 05:28:17 PM
The problem with no partner-healing is that either maps should be smaller, or there should be more healthpacks.
Huh? How so? I think there are plenty of healthpacks in the stock Ubi maps where you don't need additional ones. Maybe cinema needs one in the cafe/VG area, but that's it really. Almost every map has a healthpack you can access in < 15 seconds.
Quote from: Westfall-US on March 15, 2008, 07:49:45 AM
Quote from: Papa Skull on March 15, 2008, 02:03:12 AM
If your partner can insta heal you then isn't killing speed irrelevant as well? Obviously we are talking about being alone with your partner not near you, spekkio.
Thats not obvious at all. We have, however, already discussed limiting the heal power that your partner has. Bump the poison speed based on where you're hit. Also, just because something looks "cool" doesn't classify it as necessary. Instead of blurring, why not just decrease the color to grey. Kind of like when you're shutting down Windows XP.
Well we weren't talking about teammates at the moment. How is that not obvious? Does it matter how much you limit your partner's healing power to? Because any boost of health would negate the poison effect anyways right? If you can't heal your partner from dying from poison (or atleast remove the poison dart), then it ALL depends on map design and where medikits are placed.