Replace strafe-jump: Mechanized Joints
das0308
Join Date: 2012-11-04 Member: 166824Members, Reinforced - Supporter
First off, I'm biased. I hate the strafe-jump (SJ) in the current build. That said, I don't think UW will remove it, and I don't want to rage-quit the game. Therefore I'd like to see SJ remain in spirit but be moved into part of an upgrade package, tentatively titled: Mechanized Joints.
In the following if a word or phrase is surrounded by "(?)" then it indicates hesitance about the statement (i.e. open to being changed or removed). A triple question mark, ???, indicates the subject is undetermined.
Upgrade Name: Mechanized Joints
Available from: (?) Robotics Facility (?)
Cost: ???
Research time: ???
Prerequisites: ???
Function(s):
1. Increase marine jump acceleration by X% ((?) requires holding shift while jumping, cool-down (?)).
2. (?) Increase melee damage by Y% (Axe, rifle-bash attack, (?) Exosuit claw (?)). (?)
3. (?) Increase marine movement speed by Z%. (?)
One of the key things to note here is that the only function mandatory to the upgrade is an increase in marine jump acceleration, in any direction. Which if it does not require shift being held does not change the normal height of the typical marine jump.
I have a particular purpose in mind for the second function but I don't want to diffuse the focus of this topic too much so if you're interested please ask independently.
I agree. Third function is unnecessary and would make it a boring copy of celerity.
If a visual reflection of the upgrade is desired I believe a simple small change to the marine models textures around the elbows/wrists/knees/ankles, would suffice.
Thoughts? Derivative ideas?
In the following if a word or phrase is surrounded by "(?)" then it indicates hesitance about the statement (i.e. open to being changed or removed). A triple question mark, ???, indicates the subject is undetermined.
Upgrade Name: Mechanized Joints
Available from: (?) Robotics Facility (?)
Cost: ???
Research time: ???
Prerequisites: ???
Function(s):
1. Increase marine jump acceleration by X% ((?) requires holding shift while jumping, cool-down (?)).
2. (?) Increase melee damage by Y% (Axe, rifle-bash attack, (?) Exosuit claw (?)). (?)
3. (?) Increase marine movement speed by Z%. (?)
One of the key things to note here is that the only function mandatory to the upgrade is an increase in marine jump acceleration, in any direction. Which if it does not require shift being held does not change the normal height of the typical marine jump.
I have a particular purpose in mind for the second function but I don't want to diffuse the focus of this topic too much so if you're interested please ask independently.
I agree. Third function is unnecessary and would make it a boring copy of celerity.
If a visual reflection of the upgrade is desired I believe a simple small change to the marine models textures around the elbows/wrists/knees/ankles, would suffice.
Thoughts? Derivative ideas?
Comments
It should not be the same thing as celerity, as this would contradict the fundamental idea of asymmetrical factions in ns2. Thus I don't think it should increase movement speed, but only jump acceleration and height/distance. It should be relatively cheap though, as it does not offer an advantage as big as weapons 3 or armor 3. So perhaps make the cost 20 per level and let it have 2 levels. Researching it early would thus delay weapons 1 and armor 1, so while being able to dodge better early game the marines would have less armor and do less damage and even out it's effect a bit.
I'm a little bit more stubborn about the second function.
In response to driest, do you think the first function would be better as something which is completely passive, or as something that requires the player to be holding shift (i.e. a running jump or a quick side jump/dodgey thingy)? I would lean towards it being passive and not lowering jump height as I prefer simplicity.
Yes, and back to 30:70 in pubs - which is really the reason why this was implemented to begin with. Time for a pro mod yet?