#Jump and Sprint Idea

1 messages · Page 1 of 1 (latest)

autumn compass
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After having time playing with the cool kickass new features TM now has I would like to add some feedback on what could maybe be made better.
Most ideas I have is to bring back classic features and improvements to new ones.

My ideas for some improvements are...

Your jump is reduced to 1 but can still jump 2 blocks high.

Stamina meter is 6 instead of 37.

-If in full sprint moving backwards takes some time to do.

-If standing still your stamina meter regenerates faster.

-If out of stamina players your health wont kill you but will stop hurting you at 10 health.

-If you swing any weapon in sprint it letting you do extra damage.

-If sprinting turning is more slower.

While in full sprint you can jump 3 blocks high bringing back the triple jump but can be hard to time
just like its classic version.

Benefits

  • Adds more risk when using sprint.

  • Triple jump returns and requires the same skill curve staying true to its original use. .

  • The lesser stamina meter makes the Water Talisman more useful and will give it an important role.

  • With triple jump returning in this fashion challenge maps would be more in depth.

  • Double jump can return as a real item. Maybe as double Jump Boots.
    This will keep the double jump and will give it a more important role and even boost the benefits listed above even more.

  • Additions will not force anyone to change their maps much at all.

  • Players won't be confused when killed in sprint now.

Downsides

  • Getting rid of the double jump many piss off many players.
  • Nerfs may catch some off guard.
  • Higher learning curve and mastery for timing the triple jump.
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If you read all of that your really are a trooper, thank you. These are my honest thoughts on this beta. I wanted to post this sooner but wanted to really get into a proper in depth look at this games mechanics.

dapper mesa
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Stamina is derived from the oxygen meter (hence it's lethality)
so to do that would require making yet another bar
Oxygen maximum value is derrived from Health Skill (At level 1 health skill, the player has a maximum of 25 Oxygen)

Though, I see an alternate solution the desire to lower "stamina"
Tie how fast sprinting drains Oxygen to how high your Health skill is. Every few levels of Health reduces the depletion rate by some percent.

At low Health skill, you can only sprint for about 10 seconds tops before needing to slow down. At something like Health skill 99, you could sprint potentially for several minutes on end due to the reductions in Oxygen drain.
Additionally, the same time your sprinting oxygen drain is reduced from leveling up, your oxygen recovery could be increased ever so slightly to where at Health Skill 99, you recover oxygen somewhere between 33-50% faster

autumn compass
prisma pendant
dapper mesa
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ooh

prisma pendant
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I have the stamina bar set up to be affected by the strength skill, giving strength some more benefits to level up

dapper mesa
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would a future thing possibly be to mix Strength and Health for stamina?

prisma pendant
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It is always subject to change, that's why it's a beta, give me a second let me find the demo video.

dapper mesa
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👀

prisma pendant
dapper mesa
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okay cool
What's the stamina gain in relation to strength?

Also its a safe assumption we now have parameters for HasActor to make an inquiry about the Context actor's stamina?

prisma pendant
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Afaik nothing has been changed or added for scripting stamina, however it stamina is accessible through modding

dapper mesa
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alright

prisma pendant
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I don't remember the exact equation for max stamina, but max will never be lower than 15