Variable jump angle

AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
<div class="IPBDescription">By holding your jump key for varying lengths of time</div>This came as an idea from azimaith in the "Stop jump spam" thread in general discussion. Basically,

<u>How long you hold the jump key affects the angle of your jump.</u>

But it'd need some other things to not be abusable, like a briefly slowed movement after landing so marines won't use it just to traverse the map more quickly, and maybe disabling jump for a second afterwards so it can't be used again. Or at least making the slowdown affect the jump velocity.

With that, you get a believable dodging sort of movement that feels like you're throwing yourself aside when you feel the teeth on your butt, without the marine disappearing from the skulks field of view, since the dodge-jump would be low to the ground. While still keeping the ability to jump over obstacles, of course.

Comments

  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    Might as well move this here then:

    I've toyed with this idea. I think we should avoid holding/charging mechanics when possible, for the sake of simplicity and consistency. Why not a simple directional modifier instead?

    Neutral Jump = Vertical Jump (90º)
    Forward Jump = Standard Jump (45º)
    Sprinting Jump = Long Jump (15º)
    Strafe Jump = Lateral Dodge
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    That's not really more simple or consistent though. But it would solve problems with sticky keys though, and would work as well.
    Don't think it's possible to sprint and jump right now though, is it?
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    Honestly I find key modifiers for different kinds of jumps to be rather clunky, better to simply be context sensitive. If you're jumping against something that is chest height you can mantle, running forward against something waist high, you one foot vault over it, walking you simply step up, sprinting a fast lateral bound in the direction your going. Heck you can even change the jump type based on if you have seen an alien. You might go to lateral dodges if you have seen an alien, even without sprinting. There are a lot of contextual clues that can be picked up on to change how a character interacts. I don't know the kind of work this would take to do though, I suppose its necessity will be determined if the jump reduction causes too many problems in the game.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2011
    Unless Marines in NS2 are suppose to be trained acrobats, I think jumping should be kept simple. =)

    Context sensitive jumping mechanisms like <b>azimaith</b> described would be a good idea.
    <b>(Edited) On second thought, wouldn't Mantling prevent the marine from using their weapons? That could cause accidental death if the action was a misinterpretation by the game.</b>

    I don't mind Marines being able to jump while sprinting, since they cannot shoot while sprinting anyway, and it only makes their movement more predictable.

    Who knows what the future holds... Some of the upcoming jumping limitations may even be reversed, as the current advantages of jumping spamming are mainly due to erratic animations and low server-client update rate.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Personally I prefer it when I control the game instead of the game controlling for me.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited July 2011
    <!--quoteo(post=1858755:date=Jul 8 2011, 06:12 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jul 8 2011, 06:12 AM) <a href="index.php?act=findpost&pid=1858755"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally I prefer it when I control the game instead of the game controlling for me.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree. I don't want to be in a middle of a fight with a skulk and then mis-jump in a way that gets me killed. If there are going to be variable jumps, I want full control over it. I would go with something like Kuban's idea. It would allow for the most precise control over the different jumps. If you mess up your jump, its more your fault, and you can't blame the game or your mouse.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    I see zero reason to give Marines this convoluted scheme instead of just increasing air control.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    But we already have 100% air control.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1858785:date=Jul 8 2011, 07:11 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jul 8 2011, 07:11 AM) <a href="index.php?act=findpost&pid=1858785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But we already have 100% air control.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This doesn't even make sense. It's like me saying "skulks should be faster" and you replying "But they already are 100% fast."
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1858773:date=Jul 8 2011, 10:06 AM:name=Underwhelmed)--><div class='quotetop'>QUOTE (Underwhelmed @ Jul 8 2011, 10:06 AM) <a href="index.php?act=findpost&pid=1858773"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see zero reason to give Marines this convoluted scheme instead of just increasing air control.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Directional influence allows you to maneuver while IN the air. This convoluted scheme allows you to finer control over your jump. They both aim to solve the same problem, but they are two different things, and both have their own consequences. We've already seen the consequences of increased air control, so even just for the sake of progress, we're discussing the possibility.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1859233:date=Jul 10 2011, 08:46 AM:name=Underwhelmed)--><div class='quotetop'>QUOTE (Underwhelmed @ Jul 10 2011, 08:46 AM) <a href="index.php?act=findpost&pid=1859233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This doesn't even make sense. It's like me saying "skulks should be faster" and you replying "But they already are 100% fast."<!--QuoteEnd--></div><!--QuoteEEnd-->
    What part didn't make sense?

    You move forward on the ground at 5 m/s.

    While in the air, you still move forward at 5 m/s.

    Air control = movement in the air / movement on the ground = 5/5 = 100%

    So no, it's nothing like him saying "but they are already 100% fast".
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1859699:date=Jul 11 2011, 06:02 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jul 11 2011, 06:02 AM) <a href="index.php?act=findpost&pid=1859699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What part didn't make sense?

    You move forward on the ground at 5 m/s.

    While in the air, you still move forward at 5 m/s.

    Air control = movement in the air / movement on the ground = 5/5 = 100%

    So no, it's nothing like him saying "but they are already 100% fast".<!--QuoteEnd--></div><!--QuoteEEnd-->
    You have no idea what air control is.

    Somehow I am not surprised somebody who constantly rails against bhop can't even begin to conceive the mechanic that makes it possible.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited July 2011
    <!--quoteo(post=1859912:date=Jul 12 2011, 11:48 AM:name=Underwhelmed)--><div class='quotetop'>QUOTE (Underwhelmed @ Jul 12 2011, 11:48 AM) <a href="index.php?act=findpost&pid=1859912"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have no idea what air control is.

    Somehow I am not surprised somebody who constantly rails against bhop can't even begin to conceive the mechanic that makes it possible.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Rofl. You're such an angry kid. Go on then, enlighten me, O Great One. How would you define it, in concrete terms?
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1860812:date=Jul 15 2011, 02:51 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jul 15 2011, 02:51 AM) <a href="index.php?act=findpost&pid=1860812"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rofl. You're such an angry kid. Go on then, enlighten me, O Great One. How would you define it, in concrete terms?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The acceleration and top speed a player can exert while in the air.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    edited July 2011
    <!--quoteo(post=1860951:date=Jul 16 2011, 12:46 AM:name=Underwhelmed)--><div class='quotetop'>QUOTE (Underwhelmed @ Jul 16 2011, 12:46 AM) <a href="index.php?act=findpost&pid=1860951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The acceleration and top speed a player can exert while in the air.<!--QuoteEnd--></div><!--QuoteEEnd-->

    sounds stupid,
    im all for kuban's description

    Sprint jump should slow or root ya when ya land(watch long jumps to know why), but only for like 1 sec if root, as to also not abuse it as a map crossing utility, since it should go the farthest.
    Normal jump should be as is :D
    Neutral Jump should go the highest i think :o
    Dodge Jump should have a small cooldown, and while on cooldown you just do a Normal Jump sideways till it's off cooldown. The Side dodge needs to be large enough to avoid a directly centered Skulk Leap.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1859233:date=Jul 10 2011, 01:46 AM:name=Underwhelmed)--><div class='quotetop'>QUOTE (Underwhelmed @ Jul 10 2011, 01:46 AM) <a href="index.php?act=findpost&pid=1859233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This doesn't even make sense. It's like me saying "skulks should be faster" and you replying "But they already are 100% fast."<!--QuoteEnd--></div><!--QuoteEEnd-->
    I mean, your movement input isn't nerfed at all by being in the air; there is no inertia, if you press strafe left after jumping straight up you'll move just as fast to the left as if you were standing on the ground. Most games allow a fraction, and that only to facilitate jumping on top of boxes etc.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->ryknow69:
    Sprint jump should slow or root ya when ya land(watch long jumps to know why), but only for like 1 sec if root, as to also not abuse it as a map crossing utility, since it should go the farthest.
    Normal jump should be as is :D
    Neutral Jump should go the highest i think :o
    Dodge Jump should have a small cooldown, and while on cooldown you just do a Normal Jump sideways till it's off cooldown. The Side dodge needs to be large enough to avoid a directly centered Skulk Leap.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I like that control scheme the most.

    Too much air control allows players to move in a "7" shape in the air, or (god forbid, an figure 8) which makes the Mike Jordan Nike ad look 100% real.

    IMO there is already sufficient air control in NS2. Try strafe jumping, and while in the air, move in the opposite direction. You will be able to land in the same spot as you started. Although that is physics defying, I find that amount of air acceleration tolerable. Any more than that, players will feel like they're playing in low gravity (or suddenly grew wings).
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    edited July 2011
    oh yes, forgot some other jump types, for corner pressing and backwards

    Forward Corner(Front+left/right)-a Normal jump :D
    Backwards-a short jump back that sends you an ok distance back, but not too high
    Backward Corner(Back+left/right)-a Normal backward jump :D


    ty for liking my design :3
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