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Suggestion: "Bump" Visual Warning

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  • Suggestion: "Bump" Visual Warning

    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!
    "Garlisk's got a lov-el-y bunch of coconuts."

  • #2
    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
    Kiech

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    • #3
      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...
      "Garlisk's got a lov-el-y bunch of coconuts."

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      • #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!
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        The Unforgiven Casual Gaming Group - New Members Welcome

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        • #5
          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
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          • #6
            ...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
            Kiech

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            • #7
              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.

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              • #8
                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: )

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                • #9
                  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.
                  Genius is a blink before a moment of insanity.
                  "Dream is Destiny"
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                  • #10
                    I think a shield idea has been tossed around, more from the blocking arrows point of view.
                    CTG

                    Rhymin & Stealin

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                    • #11
                      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.

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                      • #12
                        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?

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                        • #13
                          Originally posted by LaughingRat
                          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

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                          • #14
                            Originally posted by LegalAssassin
                            Dude, you're clever
                            Bite me.

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                            • #15
                              Agga's answer..... when in doubt use third person...... if your sneaking and not KOing or sniping/aiming then why cant you use thirdperson?
                              How TuF are you?
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