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« on: December 21, 2012, 01:53:44 PM »
Hm, for the Engineer something like this is already planned, though the only reason the ammo count isnt reduced is because the saws fired will not be collectible untill triggered by an enemy or they've expired, making it rather hard to pick them up and re-use them, so that wouldnt mix with low ammo.
Hm... A 'fake out' kind of movement option by stopping instantly? Is that the general idea of it? Could have its uses in making enemies use up their ammo but on the other hand... He is the fastest ghoul, it would make long-range projectiles completely useless, hm... But that is only a problem for the Hunter who has no high/infinite ammo weapon thats reasonably reliable.
Dont know about changing his attack though, i do quite like it the way it is now: Choke is the fastest class around, so depending on the area he should be able to get to you at some point, this shouldnt mean a guaranteed death. Faking out Choke by moving unexpectedly or losing him in the confusion of close-range combat lenghtens the survival chances of a Human struggling with a Choke, while not making it too much of an advantadge to the Humans, either.
Only the really persistent and good ones end up making almost flawless or generally painless kills, it is quite a bit demanding on the aim, perhaps a 'wider' aim might work a bit, but i'm not sure if its that easy to pull off without changing the damage and stuff.
Hm... Perhaps some kind of new gamemode that still relies on good old killing eachother would work out? Something like Terminator but without the boosts? Or another goal for victory but keeping in the combat as a means to get to said goal.
Does bring one small idea... Perhaps a custom gamemode where the two teams fight as usual, but with a small twist, they gotta defend some kind of Respawn portal, allowing those who fell in battle to respawn (after waiting a bit mind you). Losing the portal could lead to two possible design choices: A - they lose instantly. B - they will fight on untill the last of them died, giving them one final potshot at the enemy Portal thing.
The portals would probaly spawn where the players spawned and force on the dmflag that makes people (re)spawn in their team spawn zones (to make sure things work properly, some lone spawn spots are plain weird, or even unreachable).
Hm, though one problem comes to mind with the above idea: Ranged attacks. For all i know the portal of the Ghouls could be in the middle of a large area and all the Humans gotta do is snipe it to pieces. While in the case of Ghouls trying so i could make human portals recieve 0 damage (or simply minimal damage) from bloodballs, curse balls and ice breath.
Edit: Blah, reminds me of another issue, what could the Humans possibily use to stop the rampaging Ghouls from entering and doing suicide attacks, given their strong melee capabilities? Hm... Perhaps if attacking the gate made em more vulnerable like a 50% damage taking increase and/or minor slowdown to make sure they'll take down defenders first or be quickly killed when 'suicide bombing' it?
The gate could probaly spawn some ammo for traps and other defensive/passive weapons too, maybe... Ah well an interesting idea, wether it will work out or not.