Sir Lucius
Veteran XX
Something I'm wondering about the unreal engine. I remeber the final map on UT, if you went outside the ship it would be a low gravity zone. Ok, so you can probably have differnt zones in T:V where the gravity changes (I'm assuming it shouldn't be too difficult).
Now if anyone's ever played serious sam, you know those parts where your entire character is reoriented? Is something like that possible on the unreal engine as well?
What I'd like to see is space maps of course. You could have an indoor enviorment of a spacestation with articial gravity in place, but you could then take the combat outside. And how cool would it be to have fully immersive realistic space enviorments?
Basically, jetting would be like a shirke without balancing. It would send you forward very slowly, but as is a zero gravity enviorment, it's not too hard to get going fast. No need to sustain your jets as there's no friction to slow you down. Since jets are locked into a Y lateral, if you're facing up, you'll end up rotating. If you continue to hole your view past the typical 180 degree lock you keep on rotating and begin to flip upsidedown (would also work opposite direction looking past your feet.. Disorintating fun
Anyways, the concept should be pretty easy, though the orintation thing may just be a matter of the unreal engine. But then some other nice features: If you go too fast and run into a wall there would be wall damage which creates some skill in speed managment. Abilty to bounce off walls at moderate speeds: really it's no differnt than jump jetting off of a wall. I think it should require some skill though. If you oriente yourself so your feet are aiming at the wall, first of all you'd take lighter damage if you're going to fast. Then you could jump jet off of the wall after making contact. A faster speed would not translate into a better rebound, just more impact damage.
So to pull this off, you'd have to aim your feet at the wall, then to slow down you'd have to look up and jet, but not flip. After you hit the wall you should be "stuck" on it, and you can just aim a direction and jump jet off.
The only potental problems are weapons. I wouldn't know if they'd be too overpowered or underpowered. I would think the enviorment is slower, but at the sime time it would require mostly MAs to pull of damage.
Now if anyone's ever played serious sam, you know those parts where your entire character is reoriented? Is something like that possible on the unreal engine as well?
What I'd like to see is space maps of course. You could have an indoor enviorment of a spacestation with articial gravity in place, but you could then take the combat outside. And how cool would it be to have fully immersive realistic space enviorments?
Basically, jetting would be like a shirke without balancing. It would send you forward very slowly, but as is a zero gravity enviorment, it's not too hard to get going fast. No need to sustain your jets as there's no friction to slow you down. Since jets are locked into a Y lateral, if you're facing up, you'll end up rotating. If you continue to hole your view past the typical 180 degree lock you keep on rotating and begin to flip upsidedown (would also work opposite direction looking past your feet.. Disorintating fun
Anyways, the concept should be pretty easy, though the orintation thing may just be a matter of the unreal engine. But then some other nice features: If you go too fast and run into a wall there would be wall damage which creates some skill in speed managment. Abilty to bounce off walls at moderate speeds: really it's no differnt than jump jetting off of a wall. I think it should require some skill though. If you oriente yourself so your feet are aiming at the wall, first of all you'd take lighter damage if you're going to fast. Then you could jump jet off of the wall after making contact. A faster speed would not translate into a better rebound, just more impact damage.
So to pull this off, you'd have to aim your feet at the wall, then to slow down you'd have to look up and jet, but not flip. After you hit the wall you should be "stuck" on it, and you can just aim a direction and jump jet off.
The only potental problems are weapons. I wouldn't know if they'd be too overpowered or underpowered. I would think the enviorment is slower, but at the sime time it would require mostly MAs to pull of damage.