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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 07-24-2008
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Default Adrenaline

Well whenever someone is usually really low in health they're desperately trying to find a way to survive and whenever someone is badly injured in real life or stuck in a life-threatening situation they usually have quicker reactions and can do things that they normally would never be able to do.

What I'm proposing is that whenever a player has low health (idk what amount) they have quicker reload times, longer sprint time, faster sprint or even since this isn't supposed to be a "realistic" game, make it so that whenever a player is lower in health their weapon does more damage or they can unfreeze/freeze blocks faster than normal.

Opinions?
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  #2  
Old 07-24-2008
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Makes it incredibly backwards. If a player is about to die, the only thing he/she should be able to do is either die, or get back to a medkit/safe point. Being able to unfreeze faster is just asking to be exploited with. For example just standing there getting shot at, then when you're about to die, start unfreezing or run off and come back later.

Btw the Scout might have a adrenaline/energy system. For getting past walls any way.
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  #3  
Old 07-24-2008
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Lucario is lame.
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  #4  
Old 07-24-2008
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I can see this being exploited.
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  #5  
Old 07-24-2008
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Originally Posted by Draken View Post
I can see this being exploited.
Yup
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  #6  
Old 07-24-2008
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I like the idea of implementing adrenaline for things like sprint speed
or maybe even an additional 5 Hammer units jump height. But
Tecnical items (unfreezing/ reloading) I feel are unnecessary or unproductive IMO.
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  #7  
Old 07-26-2008
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Quote:
Originally Posted by √íçŦîм View Post
I like the idea of implementing adrenaline for things like sprint speed
or maybe even an additional 5 Hammer units jump height. But
Tecnical items (unfreezing/ reloading) I feel are unnecessary or unproductive IMO.
ya I stuck the unfreezing one in there at the last second, shouldn't have though now that I think about it again.
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  #8  
Old 07-26-2008
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I'd say to do the opposite - after about 50% health their playability begins to fall. Weapons which have run out of ammo become melee weapons or throwing weapons. By about 5% health they fall to the floor and can barely move.

This is where something cool could happen - the further away a player is when he attacks the 'fallen' player, the less damage done. This makes melee hits or a pistol to the face deadly, and the only way to really finish an opponent.
This gives the player a chance to be rescued by a teammate (Devs: Read my idea for the support class, juxtaposing the two options of to leave or not to leave) or crawl to the safety of the nearest node. If the player is rescued by a teammate, nearby teammates get a small 'morale boost', healing them all by 10%, making them move, reload and shoot slightly faster.

Yet another reason to work as a team...
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  #9  
Old 08-09-2008
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Last edited by Nocashvalue; 08-09-2008 at 11:48 PM.
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  #10  
Old 08-09-2008
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What's with all these advert being posted all the time?
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