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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Tue Jan 06, 2009 9:38 am Post subject: |
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Wazat: just reverse rj out of the lava in dm4 _________________ Unit reporting!
http://www.bendarling.net/ |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Tue Jan 06, 2009 1:44 pm Post subject: |
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You guys must be better players than me. I don't always have a rocket launcher, and if I've just been knocked into the lava by someone's rocket I don't really have all that much health (after the rocket and lava have had their way with me) to rj out... let alone much time.
In that sense, I think I'm kind of in the wrong thread. This is a mod designed for the very elite players who know all the tricks, can time every powerup respawn down to the nano second, can land a direct hit with a rocket with even the worst lag, and so on. I wouldn't stand a chance in one of your games.  _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Supa

Joined: 26 Oct 2004 Posts: 122
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Posted: Sat Jan 10, 2009 1:32 am Post subject: |
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scar3crow wrote: | Armor has changed, now they all have a base value of 100, and a base protection of 10% to all attacks. Touching an armor will switch out your current armor for what is in the level. Armor respawn times are now 10 seconds to prevent a player from just removing all armor pickups from the map.
* Green - 66% reduced damage from shells, nails, and ax.
* Yellow - 66% reduced damage from lightning.
* Red - 66% reduced damage from rockets and grenades. |
One thing you really would need to implement if you do this is a 'wrong damage type' feedback effect for when an attacker uses the wrong weapon against a target. It wouldn't have to be much, just a simple armour-coloured particle effect at the target's origin would do.
scar3crow wrote: | Ax behavior has changed, it now takes into account attacker speed and victim speed, giving a damage bonus for the acceleration forces against the ax. |
I'm *always* in favor of anything that increases the viability of melee in Quake. :) Have you ever considered adding a second +attack command dedicated to an offhand ax attack? Being able to quickly hack a target to bits without switching to the ax would be handy when you run into a target not wearing green armour. :)
scar3crow wrote: | 1. Equalizer - You receive normal damage from quad damage attacks. |
I really like this one just because it's so easy to acquire. I could easily see players in a team game taking this one and playing a 'quad hunter' role. Again it'd be really nice to give a special feedback effect when a quaded attack hits a player with this, just so the quad wielder knows when to run away. :)
scar3crow wrote: | 2. Adrenaline - More than 10% of current health in damage taken, will roll for a 66% chance of an adrenaline boost, giving a 10% boost in player speed, and a 10 second long 5 health per second regeneration rate. |
This is a bit extreme. Consider how it'll take at most 11 damage (assuming a starting health of 100hp) to activate it and you could easily recieve up to 50hp from it. What if you just regenerated half of all damage taken 5s after taking damage? Meaning that if an attack hit you for 36 damage, you'd regenerate 18hp after 5s elapses. If you take more damage before the regeneration started, the damage would be added to amount to regenerate and the timer would be reset. |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Fri Jan 16, 2009 8:47 am Post subject: |
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I had a weird idea while sitting here after 2am.
What would it be like if each armor depreciated based on the percent of the armorvalue. Like:
save = ceil((((targ.armortype * (targ.armorvalue / 200))* damage));
Red Armor example...
armor t_damage damage-
200a (.80 * 1.0) * 120 = 96
150a (.80 * .75) * 120 = 72
100a (.80 * .50) * 120 = 48
50a (.80 * .25) * 120 = 24
normally even at 50a it would deflect up to 80% of inflicted damage ... ugh maybe im half asleep. |
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