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Two types of health pickups

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    Two types of health pickups

    Maybe remove 5 health pickups. 5 health pickups is a classic, but it is a bit strange, too many steps for such a small number of restore points (or those several small health pickups handful at one point). Add 10 health pickups and divided into types of all 10-25-50-100 health pickups to

    1) Immediately restore health (health pickups have a standard model with blue outline around)
    2) Restore 5 HP per second (but if the health peaked the maximum, the action comes to an end). The action of several health pickups does not stack, but stacks the total recovery time, which not faster than 5 HP per second. And shown the recovery image with a timer in HUD (like berserk). This pickups have a usual model without blue outline.

    The map may contain both types of couse, but the first type can be used more often in CTF or Warfare gametypes. Second type can be used more often in Duel. It should be gives finer map planning of health pickups points on location.
    Last edited by Andriushka; 08-18-2016, 07:41 AM.

    #2
    Originally posted by Andriushka View Post
    Second type can be used more often in Duel. It should be gives finer map planning of health pickups points on location.
    Can you elaborate why you think this is the case?
    Posts are about duel unless otherwise specified. ut duel shortcomings | What is timing? | dm-twentyseven

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      #3
      Can you elaborate why you think this is the case?
      In a duel involving only two opponents, less firing points, less the frequency of damage. A lot of actions and time is given to reduce the enemy's HP. Perhaps this small suggestion in theory makes the fight (not movement) a little faster (aggressive?). It's like conversely Quake 3 decrease HP with time.
      Last edited by Andriushka; 08-18-2016, 07:42 AM.

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        #4
        That's quite the opposite. First of all health vials are an extra health that can go over 100. But most important - picking those up you're likely giving away your position – their pickup sound can be heard really well. They are pretty much never placed alone, but in groups of 2+ (most of the times 3 to 5) and since placement of vial groups is usually always different, it makes the pickup sound for the whole group unique, allowing you to deduce your opponent position on the map.
        "Yeah. _Lynx can fire the lightning gun, have the lightning bolt turn a 90 degree corner, stop and ask the closest teammate for directions, confuse the directions and get lost, realize it went the wrong way, make a U-Turn, and get a headshot on the intended target."
        - RenegadeRetard

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          #5
          That's right, I forgot to write that 10 health vials are also an extra health that can go over 100. But can even something else to add in game. For example

          1) All health pickups 10-25-50-100 immediately restore health as usual. Instantly restore HP.
          2) There are zones on surface which restore and increase the 100 HP maximum. 5 HP per second. 15-25-50 HP zones. 3-5-10 seconds. Or only 5 second zones (+25). Soldier need to be in this area. This area usually has a square, rectangular shape. Slowly increase HP. Charged zone - with a green\blue stroke, empty zone colorless. The area heals the one who first got into it (not two simultaneously). If the zone is not completely discharged, the other soldier can use it (or the area is completely discharged at once, if the first soldier leaves zone). 5 health vials usually occupy a large surface space. Likely will not be changed much if replacing them zone. If 5 seconds is a long time, it may be for example +15 HP (3 seconds zones) or +30 HP zones (also 3 seconds, but 10 HP per second).



          With this zones the health pickups will clear divided into kits-items on ground (100 HP maximum) and increase the force(HP) areas (above 100 HP to 125 HP). Perhaps there is no sound for these areas, they restore HP "quiet". Maybe +25 armor zones can be also.
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          Last edited by Andriushka; 08-19-2016, 06:53 AM.

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