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Jumping

Posted: 30 Mar 2012, 09:04
by Mikey
For me one of the biggest turn offs for playing any FPS is the annoying repeated jumping that goes on for the sole purpose of dodging bullets. Combined with a little lag repeated jumping is !%@*! :evil:
I would like to suggest a jump limit , say once per second or 2.
And add to this jump power, hold the button longer, jump higher (with a max limit offcourse)

Re: Jumping

Posted: 30 Mar 2012, 17:19
by banjee
I think that holding the jump key down will switch over to jetpacks.

Re: Jumping

Posted: 30 Mar 2012, 17:38
by Timmeh7
In terms of movement, you won't be able to perform any crazy flips or wall jumps or anything like that. You can run, jump and sprint. Sprinting eats up a stamina gauge, which then recharges when not in use. Though the methods of movement are fairly straightforward, there is some depth to the system, as you'll be able to glide by holding down the sprint button in midair. This extends your time in the air only a slight bit, and has the added benefit of increasing your speed, an effect that continues after hitting the ground after a glide. Bunny hopping is also very much in the game, and it should be interesting to see how gliding, speed boosting and hopping will be combined by skilled players after the game is available.
Source

Re: Jumping

Posted: 04 Apr 2012, 16:37
by banjee
that ^^

Re: Jumping

Posted: 18 Apr 2012, 03:48
by Trackmaniack
Dammit. I'm sorry, I gotta agree with Mikey here. SM looks really pretty, but with no gun, not even a polygonal model in the 1st-person, and bunny hopping being a dev-encouraged tactic, this game is starting to turn me off real fast.

Re: Jumping

Posted: 18 Apr 2012, 16:40
by metoxys
Trackmaniack wrote:Dammit. I'm sorry, I gotta agree with Mikey here. SM looks really pretty, but with no gun, not even a polygonal model in the 1st-person, and bunny hopping being a dev-encouraged tactic, this game is starting to turn me off real fast.
+1

How unfortunate

Re: Jumping

Posted: 18 Apr 2012, 17:56
by tcq
Trackmaniack wrote:Dammit. I'm sorry, I gotta agree with Mikey here. SM looks really pretty, but with no gun, not even a polygonal model in the 1st-person, and bunny hopping being a dev-encouraged tactic.
You can change all of this by yourself via ManiaScript. I've read that you'll be able to increase/decrease the amount of rocket's, the reload time and the stamina you need to jump (simply put it to zero to remove the jump from the whole game).
And somewhere in this forum, they said you can create a weapon via MT.

Re: Jumping

Posted: 18 Apr 2012, 19:00
by Trackmaniack
First off, coding a polygonal weapon in MT is a lot harder than you think it is, especially if you want to make it look realistic. Secondly, go read my reply in that topic. Thirdly, I never said jumping was bad. For example, in Halo, you could practically parkour with the way they designed the jump interface. That was nice. And in "realistic" shooters, like Battlefield, you can still jump to get over walls and stuff. I'm not saying there should be no room for jumping, -tactically-. I'm saying that if the only reason for having jump is so you can hop around, look like an idiot, and annoy the person who's trying to shoot you, that's bad.

Re: Jumping

Posted: 18 Apr 2012, 22:13
by Leavzou
Yeah, at this moment jumping is only useful for your opponent, helping them to kill you while you're in air...

But I think this problem is directly linked with the maps. Good maps will make you jump a lot, and the paths you will have to take will be "hard" enough to add depth into this mechanic, like ql.

Re: Jumping

Posted: 19 Apr 2012, 00:38
by banjee
I read from one person who had played at GA that jumping was not a good tactic because of the lack of air control, it was almost certain death in a 1v1 situation. I may have misinterpreted it, though.
http://translate.google.com/translate?h ... 0%23p94092