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Ah ha ha ha, that's very clever zip.
Anyways, I think there should definitely be another critical state for Lugaru 2, preferibly two if you're talking about multiplayer.
You should automatically (or better yet, manually have to) recover after being knocked out for a short 40 seconds, during multiplayer matches (which may just involve increasing the effects of temporary damage to keep you on the ground for longer amounts of time. Though I think you still need a more defined "knocked out" state, where you can only recover after some help by your friends).
And instead of dying after getting slashed with a knife or sword you should be in a temporary critical state (before you bleed to death), where you appear completely dead because your breathing and pulse is weak. This would allow others the opportunity to pick you up and take you to that medic's tent that Renegade was talking about (which would be, hella fun by the way). Also, since the movement system allows it, you automatically fight poorly when you're tired, that's a nice touch. And again, I've never played SOS but crawling around on the ground would be awesome.
Now for team deathmatch, that would be fairly useless, since those games are all about killing, dying, respawning and killing. But for those "survival" modes where it's all about staying alive and not so much killing as it is about completing the objective, is where all these healer's huts and saving people would come in handy. Otherwise, you get stuff like Counter-Strike where you're either trying to completely wipe out the opposing team, ignoring the objective or are waiting most of the round on a camper because you happened to be the one who got sniped at the very start of the match with no way to get back in. (I need some shock paddles or CPR for that game, hey it's the only thing that keeps me playing Battlefield2 rather than 1942...)
Anyways, I think there should definitely be another critical state for Lugaru 2, preferibly two if you're talking about multiplayer.
You should automatically (or better yet, manually have to) recover after being knocked out for a short 40 seconds, during multiplayer matches (which may just involve increasing the effects of temporary damage to keep you on the ground for longer amounts of time. Though I think you still need a more defined "knocked out" state, where you can only recover after some help by your friends).
And instead of dying after getting slashed with a knife or sword you should be in a temporary critical state (before you bleed to death), where you appear completely dead because your breathing and pulse is weak. This would allow others the opportunity to pick you up and take you to that medic's tent that Renegade was talking about (which would be, hella fun by the way). Also, since the movement system allows it, you automatically fight poorly when you're tired, that's a nice touch. And again, I've never played SOS but crawling around on the ground would be awesome.
Now for team deathmatch, that would be fairly useless, since those games are all about killing, dying, respawning and killing. But for those "survival" modes where it's all about staying alive and not so much killing as it is about completing the objective, is where all these healer's huts and saving people would come in handy. Otherwise, you get stuff like Counter-Strike where you're either trying to completely wipe out the opposing team, ignoring the objective or are waiting most of the round on a camper because you happened to be the one who got sniped at the very start of the match with no way to get back in. (I need some shock paddles or CPR for that game, hey it's the only thing that keeps me playing Battlefield2 rather than 1942...)
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- Gramps
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Don't get smart. I meant whether they were dead or unconscious, obviously.zip wrote:Dunno.. them laying on the ground and not moving is usually a clueRenegade_Turner wrote:There'd have to be some distinguishable way of knowing whether or not an ally was dead, though. I guess I should be putting this in the random ideas thread.
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The way I was imagining it, I was thinking once you're dead, you're out, like how it is in Counter Strike and shit. I kind of prefer that way, anyway, so it's the last people left who win the round. I think that would suit Lugaru more, anyway. I dunno.Zantalos wrote: Now for team deathmatch, that would be fairly useless, since those games are all about killing, dying, respawning and killing.
Whoops, sorry for double-posting, I just realised.
Should there really be a differentiation in multiplayer games?Renegade_Turner wrote:Don't get smart. I meant whether they were dead or unconscious, obviously.zip wrote:Dunno.. them laying on the ground and not moving is usually a clueRenegade_Turner wrote:There'd have to be some distinguishable way of knowing whether or not an ally was dead, though. I guess I should be putting this in the random ideas thread.
Maybe dead players could have a ghost-effect hovering over them, like in L1's tutorial mode.
You mean a differentiation for knockouts in multiplayer? I was thinking it should be more fast paced than single player. Knockouts in multiplayer are short while knockouts in single player can last several hours (because waking up at night, 8 hours after getting hit in the head is cool. A constant real-time in multiplayer would make this kind of pointless though, since it'd take too long).zip wrote:Should there really be a differentiation in multiplayer games?
Maybe dead players could have a ghost-effect hovering over them, like in L1's tutorial mode.
Oh and if you're just dead, the idea of taking control of an animal spectator, rather than a ghost sounds perfect already.
"In survivor modes, dead players can gain control of random ambient life, like birds or insects."- David
And in my opinion, the point of reviving would only be needed in a survival mode game. It sounds kind of pointless in regular team deathmatch, because you'd probably just want to go ahead, die, and respawn back to full health, rather than trying to stay alive waiting for some teammate to heal you back up to only a fraction of your full self. In Team Survival matches, you wouldn't care having to wait and recover since it's better than being eliminated, but in Deathmatch you'd be better off dying and coming back.
You could still be completely dead in Survival matches, but it would require your opponent to execute you. In the end, the surviving players on the team would be the last people standing and win the round, that wouldn't change.
Ahh yes, a good way to have a knocked out state and a critical state. Rudel's idea of having moaning (and possibly giving you a slight control of their crawling) players when they have been stabbed and bleeding to death. While getting hit with a wooden staff would just put you in a quiet unconscious state. That would be an easy way to tell the difference between dead, dying, and knocked-out people.
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