yeah i went over this in the GD threadDa_Timsta said:Holding on to protectiles would have to be balanced loads, esepecially since you could potentially launch people to the enemy base with little practice.
are you going to release that ut2k3 mod with jetpacks?x66 said:Catching projectiles, that should be inflicting damage is a bit far-fetched, isn't it?
are you familiar with killer instinct 2? KI2 had parry moves that if you blocked a hit while hitting a certain button you would not only block the shot but your opponent could not attack you for a split second. The window of opportunity to parry is extremely miniscule. This is what i was getting at for projectile grabbing and air blocking. Make it so hard to do that only the elite will be able to do it with moderate success. To my knowledge this has never been done in any fps game to date.x66 said:Catching projectiles, that should be inflicting damage is a bit far-fetched, isn't it?
VaporTrail said:This is actually going somewhere useful. The only thing that needs to be added for some of these is animations and sound effects.
I like the flag slingshot... Perhaps it should cost a bit of velocity (.05% per degree of rotation, maybe) to pull off, but the option to come off the stand at a 90 degree angle, or 180 to initial movement is great... hold it to long (185+) and you wind up screwing up and come off the stand at 10% your initial velocity, without the flag, in other words a sitting duck.
i'd definitely like to see some sort of melee attacks. would be fucking cool as shit to clothesline people as you flew past them.Riavan said:Lol, do you guys want a punch up mode?
Miracle said:1) I'm of the distinct impression that we won't really understand the "cool" changes in T:V--which has been said to take the best of T1 movement into totally new applications--until Q2 or so of next year, at which point Sierra won't be afraid of it being copied by other products. (Just like many other platinum-selling products these days like BF1942 seemed to copy T1).
2) At least four of those suggestions can currently be achieved through a disk jump or mine/discing. KISS.
Stage01 said:*sigh*
OH yes lets just keep Mine/Discing and Disk Jumping for the next four tribes games since it works. Dont try anything new..*shudder*
*insert eye roll here*
Yogi said:They are tried and true and balanced with the style of play.
You'll definitely see disc jumping still, and mine discing is always a possibility.
No reason to mess with perfection, nor over complicate matters.
Stage01 said:Actually , depending on the length of distance from the center point in wich the person spins their centrificul force would increase their overall velocity. Not a perminent increase, but a temporary boost straight off the flag.
Beren said:mine disk != perfection
Kwago said:i'd definitely like to see some sort of melee attacks. would be fucking cool as shit to clothesline people as you flew past them.
smacking people with the flag could be fun too :>
t:v is more primative than the other two, it should be brutal.
VaporTrail said:Sorry, but no.
First, basic thermodynamics states that energy cannot come from nothing. The system involving the flag, and the player grabbing, would have NO energy input. You can try this by attempting to slingshot off a light pole while rollerblading. On a level surface, the slingshot will only alter the direction of your velocity vector, and reduce it in magnitude by a small amount. (Attempting this with anything you might be able to pick up out of the ground would likely result in you busting your ass, but this is a game, so...) The centrifugal force is a RESULT of the energy brought into the system by the player. It does not add to the momentum. The ONLY instance in which a "slingshot" manuver works in this manner is with stellar objects and spacecraft. Even then, the energy added to the system by gravity is taken away on the outbound leg. Any velocity increase is attributable to the drive of the spacecraft.
Second, as a game, this manuver must be balanced, and having the player GAIN momentum from it, which will result in leaving the stand FASTER than he came in, is not balanced. The advantage of leaving the stand with a vector that is significantly different from the the arrival vector should be balanced out by a loss of momentum.