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2012-01-06, 11:10 AM | [Ignore Me] #16 | ||
Brigadier General
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I'm not sure how hard or resource intensive it would be, but I would like to see something that's a decent cross between the real life idea of inching your way through a crowd of friendlies and the in game compromise of clipping through them. Something even slightly more realistic seeming than TF2.
I imagine a one dimensional line running down the middle of a player model, where it is extremely hard to pass. From that center point, it get's gradually easier to pass by them, so that when you try to run into a friendly, you sort of slide around them more than walking right through them. The further you are from each others centers, the faster you move through them. Passing through a thick crowd would still be possible, but it would be a lot harder the tighter they are clustered, but never impossible. You could also never stop moving while clipped inside a friendly, because as long as you are standing still, you would get pushed outside of their area. Obviously that pushing radius should be small, so your arm or gun or part of your foot may still be clipping into them, but no torso clipping, so you can't just have a ton of guys all sharing the same tiny spot. |
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2012-01-06, 11:47 AM | [Ignore Me] #17 | ||
Sergeant Major
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i dunno about you guys but i do NOT want soft collision. imagine being an anchored max going at full auto and some noob clips through you into your bullets and gives you a tk?
solid collisions reinforce a sense of teamwork and give reasons to organize units tactically in CQC situations. |
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2012-01-06, 03:03 PM | [Ignore Me] #18 | |||
Private
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Another concern is who gets bumped. I would find it annoying to be jostled around while trying to aim. Though it's somewhat realistic for this distraction to occur. It should go without saying that a planted MAX shouldn't move. Also, no clipping through enemies. Period. |
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2012-01-06, 05:11 PM | [Ignore Me] #19 | ||
First Sergeant
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Bad idea, and here's why:
Fire deci round at a MAX, infantry steps through MAX to take the shot, retreats as you get obliterated. OR Shooting bullets at infantry, MAX steps through to block, infantry comes back through to kill you. I think the inconvenience of people blocking you isn't too big of a deal compared to this kind of balance. Sorry guys, you can't all wallhump a corner at the same time. Deal with it. Also, it makes the game feel weird when things aren't solid. |
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2012-01-06, 08:19 PM | [Ignore Me] #22 | |||
Staff Sergeant
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They could also make it so that soft collision does not block aoe attacks, so decis and grenades still damage a crowd. |
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2012-01-06, 08:46 PM | [Ignore Me] #23 | ||
Private
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That sounds reasonable. A "squeeze past" mechanic is really all that's needed and shouldn't pose a problem exploit-wise.
I agree that AOE damage like a grenade should still hit the group in that case but bullet hits would depend of who's the first one in it's path (unless they make penetration rounds or somesuch) Last edited by Bitmap; 2012-01-06 at 08:49 PM. |
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2012-01-07, 01:22 AM | [Ignore Me] #24 | ||||
Staff Sergeant
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2012-01-07, 04:50 AM | [Ignore Me] #27 | |||
Staff Sergeant
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Me thinks you just enjoy the concept of being able to block the path of team mates. In real life, having 4 guys stand shoulder to shoulder in a hallway will only ever stop you from getting past them if they actually try and push you away (such as an enemy would). You can still slip past their shoulders if they let you (such as an ally would), plenty of room. Realism means casual. Last edited by Justaman; 2012-01-07 at 04:51 AM. |
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2012-01-07, 05:22 AM | [Ignore Me] #28 | |||
Brigadier General
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I certainly don't want to see anyone coming through another players chest. Temporarily seeing someones arm sticking through someone else as they slide past wouldn't bother me nearly as much though.
The player who has most recently moved should always be the one who gets pushed away as well, or both get pushed equally if they were both moving when they partially clipped into each other. Maybe things like locked down TR MAXes could have an increased radius and impact, where you could still squeeze through a row of them, but only right in between the middle of them, and that you moved agonizingly slowly while inching past them.
As long as the system does a good job of mimicking the advantages and disadvantages of slipping through a friendly crowd, I think it will be good enough. Clipping straight through someone is just a terrible, cheap ass solution, especially in a game like this. I'd probably take impassable friendlies over unchecked clipping through allies. Last edited by Xyntech; 2012-01-07 at 05:26 AM. |
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2012-01-07, 03:10 PM | [Ignore Me] #29 | |||
Banned
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How about this situation: Someone is shooting at an enemy, they backpedal and walk through you. Now they're shooting you in the head and now you're dead. GG soft collision. |
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2012-01-07, 03:15 PM | [Ignore Me] #30 | |||
Major General
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you're one of those guys who stands in a tower doorway and keeps trying to run into the splatmax fire as people try to escape it arnt you? blocking everybody inside. |
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