Variable jump angle
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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.
<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
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
Don't think it's possible to sprint and jump right now though, is it?
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.
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.
This doesn't even make sense. It's like me saying "skulks should be faster" and you replying "But they already are 100% fast."
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.
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".
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.
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?
The acceleration and top speed a player can exert while in the air.
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.
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.
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).
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