Results 1 to 15 of 15

Thread: Suggestion: "Bump" Visual Warning

  1. #1
    Member Buho's Avatar
    Registered
    Jan 2003
    Location
    Hey guess what? Santa Hat season is coming...
    Posts
    1,562
    It is a common tactic as guard to "feel" for the thief (instead of shadowslashing, I suppose). It also happens when running through a dark hall -- you might bump into a thief. This would go unnoticed to a newbie, but an expert would sense this and whip out a flare. The AI are flawless at this -- it's built into their code to sense when they've bumped a thief from the front.

    What I would like added is a visual signal for a thief that he's been bumped into. I'm thinking of something similar to Half Life damage direction where in the center of the screen four trapezoids making a square will flash red given the direction you are being hurt from. Perhaps white for this bump detection.

    Many times I'm bumped by an AI or a human from a direction I'm not facing, or ever so lightly brushed from the front. Don't you think I should be able to tell I was bumped in to? I go unawares, or I think I wasn't bumped (especially if I'm squatting motionless), while the guard lights up a flare and in two seconds am squashed by a mace.

    I would like thieves to have a visual warning that they were bumped into. AI have it, moving guards can sense it, but squatting thieves can't tell at all!

  2. #2
    Member
    Registered
    Jan 2003
    Location
    Phoenix, Arizona
    Posts
    1,462
    Ah, the evil that is shadowrunning. It could be a cool tool...or it could just become annoying. I don't want the guards to have this tool at all though. I don't need them to get any better at shadowrunning than they already are.

    Kiech

  3. #3
    Member Buho's Avatar
    Registered
    Jan 2003
    Location
    Hey guess what? Santa Hat season is coming...
    Posts
    1,562
    Actually, I've been thinking.. It's only really useful when the player (thief or guard) is standing still. When they're moving, they can feel if something is blocking their path.

    I think this could be extended to the guards. It would give the guard advanced warning if a thief meaning to KO the guard were sneaking up on him, riding is back. Frontward, I agree, should not sense anything. That skill should come with experience.

    I dunno. Details need to be worked out...

  4. #4
    I'd like to see this, but only if it can be turned on/off.

    Would help the n00bs.
    One of the three LANers of the Apocalypse!
    -
    The Unforgiven Casual Gaming Group - New Members Welcome

  5. #5
    Member
    Registered
    Jan 2003
    Location
    Lurking in a gloomy crypt, watching Dr. Who on DVD.
    Posts
    302
    I would like to see the thief flicker to +20% visibility or something briefly when bumped into, to give the guard a chance to spot them, and for the thief perhaps their screen could wobble for a split moment (not dramatic and disorienting like the mace, just noticeable).
    {CTG} Softy Guildmaster
    Contact details updated
    I want more than 255 characters in this sig dammit!

  6. #6
    Member
    Registered
    Jan 2003
    Location
    Phoenix, Arizona
    Posts
    1,462
    ...if guards get any of this, thieves will never be safe again.

    Also, we were considering having damage markers point to where you were hit at. Not sure if this is really a concern for programming, but the guard is only divided into 2 parts, the thief none, for the purposes of calculating damage.

    Hmm...

    Kiech

  7. #7
    Quote Originally Posted by Entropy
    I would like to see the thief flicker to +20% visibility or something briefly when bumped into, to give the guard a chance to spot them, and for the thief perhaps their screen could wobble for a split moment (not dramatic and disorienting like the mace, just noticeable).
    WINNAR.

  8. #8
    Member
    Registered
    Feb 2003
    Location
    Running on a wheel...
    Posts
    40
    Here's a new idea!

    What if the buy menu for guards offered a shield--which, when out, would slow movement but cause some damage to a thief that the guard runs into.

    Sort of like a locomotive's "cow catcher" but for taffers.

    (This would be a European "kite" shield, not a "buckler" or "Viking round" shield. Maybe it would have a spike in the center. :twisted: )

  9. #9
    Member Curunir's Avatar
    Registered
    Jan 2003
    Location
    In a dream in a dream...
    Posts
    2,623
    Kite shields don't have spikes in the center. Bucklers and "Viking" shields on the other hand, do. The point of a kite shield is to deflect a blow and to cause the person that hit the shield to go off balance, caused by its shape, giving the shield weilder a chance to strike.

  10. #10
    Member
    Registered
    Jan 2003
    Location
    Hidden in shadow.... somewhere in Canada.
    Posts
    152
    I think a shield idea has been tossed around, more from the blocking arrows point of view.
    CTG

    Rhymin & Stealin

  11. #11
    Quote Originally Posted by Curunir
    Kite shields don't have spikes in the center. Bucklers and "Viking" shields on the other hand, do. The point of a kite shield is to deflect a blow and to cause the person that hit the shield to go off balance, caused by its shape, giving the shield weilder a chance to strike.
    The corners on the shield are also intended to extend over areas to protect them in a way that a round shield doesn't.

  12. #12
    Member
    Registered
    Jan 2003
    Location
    Kalmar, Sweden
    Posts
    558
    If carrying a shield, player loses 10% speed.
    Shield: Must be held or on back. Should have a shield up/down button, up causes additional -20% movement speed. If down, frontal hits have 20% chance of being deflected. If up, 50%.
    If on back, 40% chans of deflecting.

    Good?

  13. #13
    Member
    Registered
    Jan 2003
    Location
    Kalmar, Sweden
    Posts
    558
    Quote Originally Posted by LaughingRat
    Quote Originally Posted by Curunir
    Kite shields don't have spikes in the center. Bucklers and "Viking" shields on the other hand, do. The point of a kite shield is to deflect a blow and to cause the person that hit the shield to go off balance, caused by its shape, giving the shield weilder a chance to strike.
    The corners on the shield are also intended to extend over areas to protect them in a way that a round shield doesn't.
    Dude, you're clever

  14. #14
    Quote Originally Posted by LegalAssassin
    Dude, you're clever
    Bite me.

  15. #15
    Member Aggamemnon's Avatar
    Registered
    Jan 2003
    Location
    UK
    Posts
    2,373
    Agga's answer..... when in doubt use third person...... if your sneaking and not KOing or sniping/aiming then why cant you use thirdperson?

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Crash with Flamethrower
    By Charon in forum Alien Swarm 2K4 Tech Help
    Replies: 9
    Last Post: 16th Sep 2004, 03:37 PM
  2. AS server script warnings
    By Killing in forum Alien Swarm 2K4 Discussion
    Replies: 7
    Last Post: 3rd Jun 2004, 11:06 AM
  3. Alien Swarm : Listen server single mission bug
    By Wilhuf in forum Troubleshooting & Technical Help
    Replies: 5
    Last Post: 31st May 2004, 02:54 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •