Skulks : jump restrictions through stamina
KaB
Join Date: 2012-11-22 Member: 172823Members
<div class="IPBDescription">No link with energy</div>Hello there,
As you might know it already, because of the stamina, the Marines are unallowed to jump around as if they were playing quake. If a player jumps too much in a short moment, his stamina will go down, and his jumps will become less and less higher and his speed will be slowing down. He will have to stop jumping in order to get his stamina back.
Here is my idea : what would you think about adding the same stamina properties to the Skulks ? It doesnt mean it has to be exactly the same numbers used for the Marines (it could require more jumps to be effective for example), but the process would remain the same (too much jumps -> low stamina -> lower jump height, lower speed).
Note that there would be absolutely no link between energy and stamina, so you could still Leap without losing your stamina. And, as for the Marines, the stamina wont be shown on the HUD or anywhere else.
What's your point about it ?
As you might know it already, because of the stamina, the Marines are unallowed to jump around as if they were playing quake. If a player jumps too much in a short moment, his stamina will go down, and his jumps will become less and less higher and his speed will be slowing down. He will have to stop jumping in order to get his stamina back.
Here is my idea : what would you think about adding the same stamina properties to the Skulks ? It doesnt mean it has to be exactly the same numbers used for the Marines (it could require more jumps to be effective for example), but the process would remain the same (too much jumps -> low stamina -> lower jump height, lower speed).
Note that there would be absolutely no link between energy and stamina, so you could still Leap without losing your stamina. And, as for the Marines, the stamina wont be shown on the HUD or anywhere else.
What's your point about it ?
Comments
Personally I don't really understand what you want to achieve with this?
This would lower skulks mobility, and thus his survival. Their defense is unpredictable patterns and thus "dodging" incoming fire.
I don't like the idea, as it would make skulk movement more difficult, and thus less fun to play.
That's more or less what I said, didnt I ?
@Oozi : I want to achieve a better balance in fights with this.
In my opinion, the aim of the Skulk is to use his primary ability : climbing walls. He must learn how to be better with it, and not jump all around as if he took some ecstasy. And I feel that this last point is unbalancing the fights in the game.
No, you implied that there was some sort of stamina value that depletes when jumping excessively, when in fact you are merely slowed down after a jump on level ground. For example, jumping from one level to a higher level, say a railing, yields no such slow down. The same mechanic has been seen in many other games, such as counter strike.
You'll try to jump three times as quick as possible. You'll notice your 2nd jump will be not as high as the last one, and the 3rd one not as high as the 2nd one, etc. until you can't jump at all. That means a value went down during those three jumps and the jumps height depend on it. I don't know how couldn't I call this value 'Stamina'.
<!--quoteo(post=2032077:date=Nov 22 2012, 11:44 AM:name=Volcano)--><div class='quotetop'>QUOTE (Volcano @ Nov 22 2012, 11:44 AM) <a href="index.php?act=findpost&pid=2032077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->nah skulks move to slow as it is doing this will only screw over early game aliens, skulks rely on mobility far to much for this to be implemented<!--QuoteEnd--></div><!--QuoteEEnd-->
You're talking about speed ? We can admit that One jump won't interefere in his speed (so you can at least jump on the wall). We can look for the limits, but I reeaally think there should be some restrictions at some point.
Jump once to escape, yes. Jump twice to avoid bullets, no.
Jump once to escape, yes. Jump twice to avoid bullets, no.<!--QuoteEnd--></div><!--QuoteEEnd-->
continual jumping increases speed for skulks and jumping off the walls, once you prevent the 2nd jump as you want would remove any speed increase and the skulk will go back to being a snail and in turn make killing them even easier for the marines
That's why we have Lerks and Gorges.
rofl gorge ambushes that's a good one
Not sure if trolling or...
He said : "you cant just wait for an ambush"
I replied : "you dont have to wait for an ambush all the time if you have Lerk+Gorge+Skulk"
I never said "gorge ambushes".
He said : "you cant just wait for an ambush"
I replied : "you dont have to wait for an ambush all the time if you have Lerk+Gorge+Skulk"
I never said "gorge ambushes".<!--QuoteEnd--></div><!--QuoteEEnd-->
That's why we have Lerks and Gorges.
That is what you typed there was no connection to skulks but instead the idea of lerk ambushing ( which happens) and gorge ambushes (which is the silly part)
Concrete shoes for skulks plz devs.
And more life points ?
Marines cant feel they're playing Quake. Isnt it your turn Aliens ?
What a lack of argumentation.
<ul><li>Marines are all about aiming, tracking and reload management. Having marine weapons with recoil would interfere with that</li><li>Aliens are all about movement, dodging and energy management. Having jump use stamina or energy would interfere with that</li></ul>
I agree with you with that :P
I really need to say though, that I can't express how much I dislike your original idea.
The whole alien side is based on movement: Skulks, lerks and fades have it as a clear pro, where as gorges and onoses account it into a con. Their strongest or weakest aspect is their movement.
It is a very strong core aspect of the game, and to change it without realizing this would propably break the game on a very fundamental level.
For one, they've used a skill-based jump system (walljumping) to give you extra speed. So the direct intent of the developers is for jumping to get you more speed as a skulk lifeform (if you do it right), not less. Removing that would mean removing this from the game and going in a completely different direction with it.
Skulks are supposed to be agile, so subjecting them to the same restrictions placed on marine movement is not a good idea. Skulk vs marine works because it's slow player with ranged weapon vs small agile/quick player with meelee. Nerfing the agility of a skulk in this regard by placing unnecessary restrictions on it's jumping ability will have a terrible effect on balance. You should be promoting skulks to jump, not punishing it. A skulk running along the floor or on the wall/ceiling is too easy to hit. You need to jump to move unpredictably.
Just be glad that marines aren't pretty much glued to the floor. There were those in the beta that wanted way worse marine jumping.
In my opinion, the aim of the Skulk is to use his primary ability : climbing walls. He must learn how to be better with it, and not jump all around as if he took some ecstasy.<!--QuoteEnd--></div><!--QuoteEEnd-->
I kinda agree with that.6-7 jumps in a row - fine,but if you are continuing to jump after that and marine is not dead yet,then you desrve some punishment.
Right, so if the marine I'm fighting, who has a shot gun who can 1 hit me, gets med spammed, or nanite shielded, I SHOULD BE PUNISHED?
I am now no longer surprised that this game is dying.
I'm not sure I understand you. Is the game dying because we're discussing about a new idea you don't like ? You still have what you want in the game right now, haven't you ? So what's wrong ?
I can understand why is my idea not welcomed. This game is awesome right now, very fast very hard and challenging, I really love it. But it happens that sometimes I feel that some players are just exploiting the game's mechanics, making its immersion very poor.
But maybe I'm just raging as a noob and I should have some trainings, I dunno. Time will tell I guess.
Going by that logic the marine should be punished as well for not killing the Skulk in that amount of time, should we add jammed weapons? I don't understand this reasoning at all...
Wat?
How is having ###### aim exploiting the game mechanics?