A jump feature!
A jump feature!
Well, I saw this tony hawk tron themed commercial, and then tony jumps aver the enemy program's wall, and I'm thinking how awsome it would be for the game, however, in the interest of fair play, I believe that if factored into a later release of the game, there should be limitations: in an mp game all playerers could only jump twice, and in Sp it would be controled by the iq of the opponet bots.
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It should be a bit higher to fit a non-perfect parabola over it.Luke-Jr wrote:Actually.....
How about these restrictions:
- Max jump height is 1 cycle wall height
Lag? That would make it unfair for me on US servers (where US players are common). Or for them on European servers (where EU players are common). It's unfair already.Luke-Jr wrote:- To jump a wall that height, you need REALLY good timing/lag
Why?Luke-Jr wrote:- Shorter walls are easier to jump
Agreed. But not everyone may like it, so I'd make it an option.Luke-Jr wrote:- No turning mid-air
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I'd prefer ramps. I've never been a fan of turbo, and I suspect jumping would be similar (fun for a few rounds, but thats about it). Given the current state of the game though, I'd take better playability over anything.
edit: I'd prefer better servers as well. Whats with all the servers that are biased towards double binders (cycle_delay set too low)? Note: I double bind.
edit: I'd prefer better servers as well. Whats with all the servers that are biased towards double binders (cycle_delay set too low)? Note: I double bind.
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The idea would be that to jump a 1-cycle-wall-height wall, you need to make a perfect parabolaJonathan wrote:It should be a bit higher to fit a non-perfect parabola over it.Luke-Jr wrote:Actually.....
How about these restrictions:
- Max jump height is 1 cycle wall height
Maybe rubber can be factored in somehow without making it insanely easy?Jonathan wrote:Lag? That would make it unfair for me on US servers (where US players are common). Or for them on European servers (where EU players are common). It's unfair already.Luke-Jr wrote:- To jump a wall that height, you need REALLY good timing/lag
Less perfect of a parabola needed to clear it.Jonathan wrote:Why?Luke-Jr wrote:- Shorter walls are easier to jump
Of course, all this stuff would be options... JUMP_HEIGHT, JUMP_RUBBER(?), JUMP_TURNING (# of turns allowed?)Jonathan wrote:Agreed. But not everyone may like it, so I'd make it an option.Luke-Jr wrote:- No turning mid-air
Great ideaeggcozy wrote:I'd prefer ramps.
Proper recognition of double binding as part of strategy?eggcozy wrote:edit: I'd prefer better servers as well. Whats with all the servers that are biased towards double binders (cycle_delay set too low)?
- Phytotron
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You're* a bloody moron for even suggesting this, Cyro.
And yes, that's the one I voted for. I think ramps are a horrible idea too, incidentally. And we all know I'm not even happy about some of the upcoming 0.2.8 features, because I think at that point they will have diverged way too far from the original Tron idea/inspiration -- may as well bring in weapons and powerups and the ability to fly and whatever else. It just ruins what was cool and fun to me about the game, but whatever.
And yes, that's the one I voted for. I think ramps are a horrible idea too, incidentally. And we all know I'm not even happy about some of the upcoming 0.2.8 features, because I think at that point they will have diverged way too far from the original Tron idea/inspiration -- may as well bring in weapons and powerups and the ability to fly and whatever else. It just ruins what was cool and fun to me about the game, but whatever.
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Even for this one it's next to impossible.Luke-Jr wrote:The idea would be that to jump a 1-cycle-wall-height wall, you need to make a perfect parabolaJonathan wrote:It should be a bit higher to fit a non-perfect parabola over it.Luke-Jr wrote:Actually.....
How about these restrictions:
- Max jump height is 1 cycle wall height
Why?Luke-Jr wrote:Less perfect of a parabola needed to clear it.Jonathan wrote:Why?Luke-Jr wrote:- Shorter walls are easier to jump
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High wall:Jonathan wrote:Why?Luke-Jr wrote:Less perfect of a parabola needed to clear it.Jonathan wrote: Why?
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Hmm, and your cycle's walls should still be made in the air (configurable, of course), so if you're grinding someone's wall who made a jump you'll continue to accelerate, making your jump that much different than his. Also, if you're grinding someone's wall that has been jumped, you won't be able to jump too close to the jump because of the wall in the air.
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Oooh, fun =DLucifer wrote:Hmm, and your cycle's walls should still be made in the air (configurable, of course), so if you're grinding someone's wall who made a jump you'll continue to accelerate, making your jump that much different than his. Also, if you're grinding someone's wall that has been jumped, you won't be able to jump too close to the jump because of the wall in the air.
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Now that I think about it, turning in mid-air would be pretty cool too. Jump, turn, and then you're grinding the wall you just jumped.
Just think, you're approaching the rim wall while grinding another rim wall. So you jump, hit the rim wall, 180 towards the wall you were grinding, and then continue. The next person who hits that corner winds up between your two walls, like a round in a rail gun.
Edit: and for laps, you can switch out who's on the outside by a jump. That's pretty cool, isn't it?
Just think, you're approaching the rim wall while grinding another rim wall. So you jump, hit the rim wall, 180 towards the wall you were grinding, and then continue. The next person who hits that corner winds up between your two walls, like a round in a rail gun.
Edit: and for laps, you can switch out who's on the outside by a jump. That's pretty cool, isn't it?