
06-15-2008, 09:10 PM
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Gani and GFX Creator
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Join Date: May 2007
Posts: 324
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I don't like idea #1, because that idea is already being used by a different game. I also don't like it, because it makes prone movement obsolete. Perhaps it could change by how fast a player moves. If one had the class of Commando and they were sprinting, that speed and any higher speed would register as a full red cross on the radar. If they were walking at normal speed, then it would be translucent, or smaller. If they were poisoned, they would be very faint, and crawling/prone movement would make the cross completely invisible.
For #2, the sniper would need more range for it to become that less effective. If the bullets were to veer off easily at its current maximum range and a few tiles before it, players would need to be even closer to snipe effectively at all. Also, the sniper blinks on the radar when you fire it, so someone can tell if there is someone sniping them if they are nearby. It would become practical only for camping bases where an enemy cannot get to you easily, rather than having someone manipulate its ability to shoot from afar.
Idea #3 would generate more laming, as people would camp these spots continuously and be nearly indestructable. If people want to heal and get more ammo/grenades, then they should just warp to the dropship if possible. If they are unable to, then they should plan ahead on how to manage health and ammo.
Idea #4 wouldn't help too much, if not be annoying, except in the case where a sniper was involved. In a three dimensional FPS style game, that would be more of use... but in an overhead two dimensional shooting game, its easy to tell where the bullets are coming from. They're slow enough, too. (Except in the case of assault pistols, and if you really lag.) |
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