Fade blink mix
Yuuki
Join Date: 2010-11-20 Member: 75079Members
<div class="IPBDescription">bored at work...</div>The current invisible and invincible blink has some difficult aspects to balance : it is not fun to be attacked by an invisible creature, thus there should be delay between blink out and attack.
Not being able to shoot at all at a creature is not fun, thus there should be high energy consumptions for the blink and an minimum energy for blink activation, so that the fade can be visible at some point, or simply out of the game while he waits for its energy to recharge.
The problem with this approach is that it pretty much cripples the basic fade abilities to compensate the fact that the current blink is overpowered.
Now the simplest idea would be to remove the invisible and invincible part of the blink, to get something similar to NS1.
Here is another idea : make a mix both.
The basic idea is that when blink is activated the fade would start moving instantaneously (like in the current implementation) but would become invisible (and immune to damage) <i>progressively</i>, over a specific time (maybe one second).
Here is a sketch of the idea, the first vertical bar at t=2 seconds represents the blink-in and the second one at t=8 the blink-out. The red trace represents both visibility and damage coefficient (zero means the fade is invisible and cannot take damage). It takes around one second to enter the ethers on blink-in but it's much faster to go out on blink-out :
<img src="http://img220.imageshack.us/img220/337/blink8.png" border="0" class="linked-image" />
Here is what happens if you blink spam : you don't disappear. There is a minimum blink time to disappear completely so spaming is not really efficient :
<img src="http://img194.imageshack.us/img194/9998/blink25.png" border="0" class="linked-image" />
Finally here is a typical attack, at t=2 the fade blinks in, at t=5 he blinks out, between 5 and 5.3 he attacks and blinks in again at t=5.3. As you can see the fade becomes significantly visible for about a second, allowing the marine to do something (e.g. shooting in his face).
<img src="http://img828.imageshack.us/img828/9132/blinkablink.png" border="0" class="linked-image" />
The shape of the curves can be tweaked of course, and the good thing is what you can do a <i>continuous transition</i> between instantaneous invisible blink (Ã la NS2) and visible blink (Ã la NS1) by making the transition longer and longer, allowing fine balance. Also it's (probably) not very hard to implement, you just need to multiply damage and model alpha by a number.
Not being able to shoot at all at a creature is not fun, thus there should be high energy consumptions for the blink and an minimum energy for blink activation, so that the fade can be visible at some point, or simply out of the game while he waits for its energy to recharge.
The problem with this approach is that it pretty much cripples the basic fade abilities to compensate the fact that the current blink is overpowered.
Now the simplest idea would be to remove the invisible and invincible part of the blink, to get something similar to NS1.
Here is another idea : make a mix both.
The basic idea is that when blink is activated the fade would start moving instantaneously (like in the current implementation) but would become invisible (and immune to damage) <i>progressively</i>, over a specific time (maybe one second).
Here is a sketch of the idea, the first vertical bar at t=2 seconds represents the blink-in and the second one at t=8 the blink-out. The red trace represents both visibility and damage coefficient (zero means the fade is invisible and cannot take damage). It takes around one second to enter the ethers on blink-in but it's much faster to go out on blink-out :
<img src="http://img220.imageshack.us/img220/337/blink8.png" border="0" class="linked-image" />
Here is what happens if you blink spam : you don't disappear. There is a minimum blink time to disappear completely so spaming is not really efficient :
<img src="http://img194.imageshack.us/img194/9998/blink25.png" border="0" class="linked-image" />
Finally here is a typical attack, at t=2 the fade blinks in, at t=5 he blinks out, between 5 and 5.3 he attacks and blinks in again at t=5.3. As you can see the fade becomes significantly visible for about a second, allowing the marine to do something (e.g. shooting in his face).
<img src="http://img828.imageshack.us/img828/9132/blinkablink.png" border="0" class="linked-image" />
The shape of the curves can be tweaked of course, and the good thing is what you can do a <i>continuous transition</i> between instantaneous invisible blink (Ã la NS2) and visible blink (Ã la NS1) by making the transition longer and longer, allowing fine balance. Also it's (probably) not very hard to implement, you just need to multiply damage and model alpha by a number.
Comments
Gives players ample time to fight back, and gives them a chance to finish fleeing fades.
The planned fade double tap quick teleports should still go in, but take 1/6 energy and only move the fade a few feet to a direction.
<a href="http://youtu.be/qlq8NRFE6KE?t=41s" target="_blank">http://youtu.be/qlq8NRFE6KE?t=41s</a>
Gives players ample time to fight back, and gives them a chance to finish fleeing fades.
The planned fade double tap quick teleports should still go in, but take 1/6 energy and only move the fade a few feet to a direction.
<a href="http://youtu.be/qlq8NRFE6KE?t=41s" target="_blank">http://youtu.be/qlq8NRFE6KE?t=41s</a><!--QuoteEnd--></div><!--QuoteEEnd-->
This have been confusing me for a while, but wouldn't it be better if the double tap dash was for the Skulk instead?
Blink already gives roughly the same effect since you can Blink in all four directions.
And yes, your idea Yuuki is pretty awesome. Less confusion for the marines.