Author Topic: Flamethrowers should not work underwater  (Read 3666 times)

krakensden

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Flamethrowers should not work underwater
« on: August 30, 2006, 05:25:27 am »
That is all. Actually, the whole interaction with water thing should be messed with to make it a little less ridiculous :).

Taiyo.uk

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kozak6

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Flamethrowers should not work underwater
« Reply #2 on: August 30, 2006, 06:55:42 am »
Only one map has water.

And said map isn't generally played very often, btw.

Henners, do you have anything to add?

yetshi

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Flamethrowers should not work underwater
« Reply #3 on: August 30, 2006, 08:28:14 am »
reason is you move slower in water, dont have time to get away from the flamer before he fries you.

gonna nerf humans in water gotta nerf aliens as well.

krakensden

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Flamethrowers should not work underwater
« Reply #4 on: August 30, 2006, 09:11:31 pm »
I actually read the other thread, but it was fairly unspecific as to what should be changed. This is very specific, at least on the flamer issue. I played pulse for the first time today, and getting flamed underwater was suprising enough that I'd like to consider it a bug.

Quote

Only one map has water.

And said map isn't generally played very often, btw.

As long as the water is fairly wonky, no mappers will WANT to include water. If water acts as expected, we may get great, popular maps that include it :).

Henners

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Flamethrowers should not work underwater
« Reply #5 on: August 30, 2006, 10:18:28 pm »
Quote from: "kozak6"
Only one map has water.

And said map isn't generally played very often, btw.

Henners, do you have anything to add?


nah he has got a point. It didnt need a topic though as its unimportant.
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Ksempac

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Flamethrowers should not work underwater
« Reply #6 on: August 31, 2006, 01:43:52 am »
i love theses 2 threads...

People wants to :
1- Modify the behaviors of human weapons

#1 would allow them to try #2 :
2- Try to create a new balance for the game, specially designed for underwater, because aliens sucks in water and it is gonna be hard to balance this with half of the humans weapons fully working and the other half not working at all

Once #2 is done they will be able to move to #3 :
3- Make water more realistic (suicide, etc...)

All of this in the hope that someone will do #4 :
4- Be desperate enough to make a map with lot of water in it and manage to get it balanced

Dont you think it is TOO MUCH ? i think they are far more important things to do than #1,2,3 in the hope that someone may one day create a map with lot of water
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krakensden

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Flamethrowers should not work underwater
« Reply #7 on: August 31, 2006, 04:17:12 am »
Quote

People wants to :
1- Modify the behaviors of human weapons

#1 would allow them to try #2 :
2- Try to create a new balance for the game, specially designed for underwater, because aliens sucks in water and it is gonna be hard to balance this with half of the humans weapons fully working and the other half not working at all

Once #2 is done they will be able to move to #3 :
3- Make water more realistic (suicide, etc...)

...

Dont you think it is TOO MUCH ? i think they are far more important things to do than #1,2,3 in the hope that someone may one day create a map with lot of water


But the changes are, as far as I know, fairly trivial. The game already checks if the player is underwater, we know this because you can drown. From there, how hard is it to add
if (environment == water) {
    flamethrowerState = 0;
}
or whatever? And the water doesn't need to be uber-balanced, we're just requesting that it be less silly and no longer radically unbalanced.

Quote

All of this in the hope that someone will do #4 :
4- Be desperate enough to make a map with lot of water in it and manage to get it balanced

Of course, now it's probably impossible to make a balanced map with water, simply because it throws everything off. Wouldn't it be better to have a game where mappers could do lots of things instead of just a few things?

I understand that you would like to see more important things fixed, but the devs can't spend all their time writing complex new systems- I'm sure it's more satisfying to come home from work, write a little code that works well that fixes some small thing then come home from work and jump right into something gigantic.

Here is an idea for a small fix that COULD go a long way. Or it will just be a small fix. But still, it's a fix.