Julius {l Wrote}:hmm, ok so how *does* the targeting work right now?
Julius {l Wrote}:The player being targeted could have a similar HUD element that gradually turns red to show their lock status, no? If enemy team damage was counted that would be also a cool gameplay element to encurage players to work together and target one player (think of the shots leaving little nano markers that allow a lock).
Julius {l Wrote}:Regarding the jump, could it be a button combination then? some games allow a higher jump when pressing the crouch button the same time, so maybe it could work like this: initially press ctrl+space to start charging, but you can stop pressing ctrl so that the Etherboard turns off again. I think a combination of buttons if more intuitive that extra buttons, and it also allows people to easily discover features by "accident".
Julius {l Wrote}:Last but not least, I see very little use in Bounce as you hardly ever get in such close contact with enemies, or am I still misunderstanding the functionality of it? In general there should be less functionality on separate buttons... so maybe bounce could be combined with the repell disc into a "context sensitive" shield flash on pressing the right mouse button?
fr1tz {l Wrote}:Julius {l Wrote}:The player being targeted could have a similar HUD element that gradually turns red to show their lock status, no? If enemy team damage was counted that would be also a cool gameplay element to encurage players to work together and target one player (think of the shots leaving little nano markers that allow a lock).
That would require a HUD element for every enemy that is currently damaging you.
There have been other suggestions for changing how disc locks work posted in IRC, but ROTC has already tried them all and none worked as well as the current (albeit somewhat arbitrary) rules.
fr1tz {l Wrote}:Ah I see... still not a fan of the idea of a gradual lock buildup. It's something that should happen instantly on certian events or not at all..
Julius {l Wrote}:You need to work on your public relation skills, e.g. dealing with fan suggestions and feedback
mray {l Wrote}:Here is a more detailed proposition, but pretty similiar to how you described the process: (You didn't tell what it is you don't like about it)
mray {l Wrote}:But I can imagine there could be other ways, maybe involving the requirement to keep a player inside asight-zone for some time
Concerning the simplification process it might be worth thinking about having a model that also works for getting locks on incoming disks..
mray {l Wrote}:Unrelated to the question of gradual vs. non-gradual: a clear indicator telling you about being in the lock of somebody sounds like a good idea don't you think?
fr1tz {l Wrote}:What I didn't like in my example (where I was assuming Julius' idea of a player having only one lock meter to which that every CAT on the other team contributes):
- The fact that you will be constantly attacked by discs (as getting a disc lock is not a matter of skill, but just of time)
- "Wasting" a hit that would add a higher amount to the lock meter (say a direct MGL hit) on a CAT who's meter is almost full
- "Stealing" your teammates locks.
fr1tz {l Wrote}:*Attacker:*
Hurting the enemy (in some kind) will raise the lock stage. <- how much for each weapon?
fr1tz {l Wrote}:You get a lock when all stages are complete. <- nope, you get a lock if you're the one to fill the last stage, correct?
fr1tz {l Wrote}:A HUD indication tells you the stage of your enemies. <- remember, from experience I say that the HUD should only be used to communicate one aspect of an enemy's state, which I think should still be reserved for health.
fr1tz {l Wrote}:*Target:*
The lock stage you have regarding your enemy gets displayed in the HUD as a warning. <- how does that look like?
If more than one players do have a lock it indicates the highest lock value. <- how does that look like?
fr1tz {l Wrote}:*Falloff:*
If no new stage was reached in a short time - all stages are lost. <- how short?
- just keep an eye on the indicator.
- Why work out a mockup now? Creating any warning indicator does not pose a problem, no matter what kind.
The current "locking" HUD breaks that rule. Why shouldn't a "lock-stage" HUD, too.
Anything between 1s and 10s seems to be worth trying out right now.
fr1tz {l Wrote}:- just keep an eye on the indicator.
- Why work out a mockup now? Creating any warning indicator does not pose a problem, no matter what kind.
It really does IME, because:
- It creates another element the player needs to keep track of
- The only way to keep track of it is by looking at it (unlike impulse & damage damper)
- Even if you look at it, it only tells you what the highest lock meter is. Meaning it will unpredictably fluctuate and generally be of little use to the player.
fr1tz {l Wrote}:The current "locking" HUD breaks that rule. Why shouldn't a "lock-stage" HUD, too.
Because the disc lock indicator is only visible for a very short time. There's a huge difference between a short notification and something your brain needs to keep track of.
fr1tz {l Wrote}:Maybe there's a way to turn the team-based approach into something workable, but I'll be damned if I don't try something simpler first.
As far as the "every CAT has a separate disc lock meter for every other CAT" approach goes, I have zero faith of that working out in any
way.
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