Wall/Ceiling clinging as a skulk
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Join Date: 2011-08-10 Member: 115555Members
<div class="IPBDescription">Idea on how to keep the skulk experience smooth and predatory</div>CTRL is nice for those times when you don't want to auto-cling to a wall (evolving, evasive jumping, etc). There are also times when I am on the ceiling and trying to sneak up on marines predator-style, but I have trouble navigating the obstacles and layout of some ceilings and walls.
I propose that because SHIFT is used to sneak up on enemies, it should keep you clung to whatever surface you're on, no matter where your crosshair is pointed. That way, you can keep track of where you're going without having to point at the terrain.
It would be nice to have that ability while running full speed, but I can't think of a good way to implement this without adding a new key binding. That, however, seems unnecessary, so maybe you guys have some input on the matter.
Great Job so far guys, and thank you for keeping your fans/gamers so close to the development action!
I propose that because SHIFT is used to sneak up on enemies, it should keep you clung to whatever surface you're on, no matter where your crosshair is pointed. That way, you can keep track of where you're going without having to point at the terrain.
It would be nice to have that ability while running full speed, but I can't think of a good way to implement this without adding a new key binding. That, however, seems unnecessary, so maybe you guys have some input on the matter.
Great Job so far guys, and thank you for keeping your fans/gamers so close to the development action!
Comments
I think however that it is actually sort a tough problem to solve because all they have is a polygon soup, the math to figure out <b>what</b> you should be attached to is actually quite difficult. Not unsolvable, but ya know, would take some time that is being spent else where at the moment :)
Although it may make skulking too easy. there is some movement skill necessary to wall walk at the moment, and that's not a bad thing, you can ceiling walk now but it needs practice. The main problem is that you are visible on the ceiling (it should be darker IMO) and that there are very few useable vents so there is not real advantage for skulks to do that at summit..
glacier
1) Wall jump. Being able to leap a small leap off walls ala NS1. This is helpful for ambushes instead of just falling straight down. This would also be used for leaping from wall to wall easily. Something like this looks like it may be implemented soon.
2) A button or toggle to stick to the ceiling\walls until wall jump is pressed. It feels weird having to look at the terrain to run while wall walking, and can get very irritating when you fall after getting in place for a tedious ambush. Even in NS1 if you held down the walk key, you would move very slowly but would stick to the ceiling perfectly. This allowed you to leap to difficult places without worrying about crashing into a group of marines.
One thing I do hate, and this is mostly specific only to Summit, is the inability to easily navigate over wires on the ceiling. Two examples of this on Summit is the stupid cable near the power node in Ventilation and a similar wire on the corridor from the door to crossroads.
Still, the mechanic for wall walking doesn't feel intuitive enough yet. I see far too often skulks walking on the floor because it's too tedious to wall or ceiling walk.
.. skulks from each country please unify and use that walls .. they are there for you :)