Walk Toggle - Combat Mode.
- Davidchan
- Joined: Wed Aug 12, 2015 4:48 pm
- Byond Username: Davidchan
Walk Toggle - Combat Mode.
So, this thread probably just belongs in the shitty suggetsions and poor ideas thread, but given the love hate relationship this server has with stun combat, it seemed appropriate to make this a proper suggestion to get shot down and flamed to death.
The Idea:Buffing Walk Mode.
How to buff? Making walking mode give stun and disarm resistance: All of these should not be applied at once, rather these are ideas to add.
1)While in walk mode, it would require two taser strikes to knock you down, though the first hit would freeze you momentarily and make you stutter.
2) Your stamina would increase slightly faster. How much faster would need testing, but 10-20% faster compared to norm seems appropiate.
3)Disablers would require 1-2 extra hits to knock you down (fighting defensively and with cover would allow stamina regen to help negate hits)
4) Disarm resistance: Disarm attacks have a 25% lower chance of working against you, from actual disarms to tripping (compared to current success rate, not overall. If the current rate is 10% success, vs walkers it would be 7.5%). Further testing could make you nearly immune to trips while in the walk stance.
5) Slightly higher accuracy with melee attacks while in walk mode, nothing significant but enough to be noticeable and give a person walking an edge over a person running and trying to juke.
Why? Because nobody uses walk mode unless they see water or slipping hazard. In making Walk mode an actual trade off instead of a debuff would make it used. Trading your speed for durability and making it harder for people to make hit and run attacks against you. Personally I would choose ideas 1 and 4 to get implemented first, further testing could have them toned down or add more ideas depending how testing goes and the community's reaction.
The Idea:Buffing Walk Mode.
How to buff? Making walking mode give stun and disarm resistance: All of these should not be applied at once, rather these are ideas to add.
1)While in walk mode, it would require two taser strikes to knock you down, though the first hit would freeze you momentarily and make you stutter.
2) Your stamina would increase slightly faster. How much faster would need testing, but 10-20% faster compared to norm seems appropiate.
3)Disablers would require 1-2 extra hits to knock you down (fighting defensively and with cover would allow stamina regen to help negate hits)
4) Disarm resistance: Disarm attacks have a 25% lower chance of working against you, from actual disarms to tripping (compared to current success rate, not overall. If the current rate is 10% success, vs walkers it would be 7.5%). Further testing could make you nearly immune to trips while in the walk stance.
5) Slightly higher accuracy with melee attacks while in walk mode, nothing significant but enough to be noticeable and give a person walking an edge over a person running and trying to juke.
Why? Because nobody uses walk mode unless they see water or slipping hazard. In making Walk mode an actual trade off instead of a debuff would make it used. Trading your speed for durability and making it harder for people to make hit and run attacks against you. Personally I would choose ideas 1 and 4 to get implemented first, further testing could have them toned down or add more ideas depending how testing goes and the community's reaction.
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- Screemonster
- Joined: Sat Jul 26, 2014 7:23 pm
- Byond Username: Scree
Re: Walk Toggle - Combat Mode.
Harder to trip up and disarm when you're actually planting both your feet on the ground and have your guard up rather than running around like a lunatic? Makes sense.
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: Walk Toggle - Combat Mode.
Had an idea similar to this a while back. Much better alternative to running draining stamina or whatever. Walking needs to be an accessable hotkey if it isn't already if this is implemented.
This wouldn't be too hard to code either. Maybe give people a small chance to dodge thrown objects (not shot projectiles) when walking too.
This wouldn't be too hard to code either. Maybe give people a small chance to dodge thrown objects (not shot projectiles) when walking too.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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- Joined: Fri May 02, 2014 3:01 am
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Re: Walk Toggle - Combat Mode.
Harder to trip up? Taking beepsky for a slow leisurely walk anyone?
- ThanatosRa
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Re: Walk Toggle - Combat Mode.
New Shitcurity tactic. "Wait, that guy's walking slow... GET THE LASERS THAT'S SUSPICIOUS!"
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y u heff 2 b med
- Super Aggro Crag
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- PKPenguin321
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Re: Walk Toggle - Combat Mode.
might as well rename "run" to "walk" and "walk" to "brace" at this point
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- Super Aggro Crag
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- Davidchan
- Joined: Wed Aug 12, 2015 4:48 pm
- Byond Username: Davidchan
Re: Walk Toggle - Combat Mode.
What about 'Fight' and 'Flight' instead?PKPenguin321 wrote:might as well rename "run" to "walk" and "walk" to "brace" at this point
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- paprika
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- Location: in down bad
Re: Walk Toggle - Combat Mode.
'sanic' and 'powergame'
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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- Joined: Thu Apr 24, 2014 1:47 pm
- Byond Username: Callanrockslol
Re: Walk Toggle - Combat Mode.
That implies run is fast.Davidchan wrote:What about 'Fight' and 'Flight' instead?PKPenguin321 wrote:might as well rename "run" to "walk" and "walk" to "brace" at this point
Also its better to not be hit then tank it in this game, even if you are an armored monster, so the small bonus from walking would lose out to gofast.
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- Davidchan
- Joined: Wed Aug 12, 2015 4:48 pm
- Byond Username: Davidchan
Re: Walk Toggle - Combat Mode.
The point isn't to make walk better than run, the point is to make walk an option if you NEED to fight or just want to slap some greyshit up side the head cause he thinks he can just disarm your baton and beat you with it.callanrockslol wrote:That implies run is fast.Davidchan wrote:What about 'Fight' and 'Flight' instead?PKPenguin321 wrote:might as well rename "run" to "walk" and "walk" to "brace" at this point
Also its better to not be hit then tank it in this game, even if you are an armored monster, so the small bonus from walking would lose out to gofast.
Law 0: Secborg din do nuffin.
- Whoisthere
- Joined: Mon Jul 14, 2014 8:11 am
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Re: Walk Toggle - Combat Mode.
There's no point in having walking in-game. It's immersion-breaking. We've already figured out that sitting is bad for you and does all kinds of shit to your body. I am sure by 2550 the population will use standing desks and run everywhere like tarahumara do, as Christopher McDougal, writer for Men's Health magazine, wrote in his award-winning revolutionary ground-breaking book of epic adventure full of incredible characters, amazing athletic achievements, cutting-edge science, and, most of all, pure inspiration: "Joe the Ass-Rimmer: Eye-Popping Penetrations Volume IV", on sale, everywhere, now, get your copy, forever.
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