#The Problem with On-foot Boosting
81 messages · Page 1 of 1 (latest)
Nah I don't think boost should be disabled on foot. It's actually more IMMERSION BREAKING when were wearing a jetpack and for some reason can't use it outside. Inside the facilities, you can at least come up with some pretty easy justifications like a "safety" of sorts. But outside? There's no real justification for it. Instead of limiting jet packs there needs to be an enemy that can prevent us from zipping around freely. Something like the trapper from Darktide
i'd be fine with the boost being available everywhere, if there actually was any downside/risk to using it
adding collision damage for boosting against walls would mitigate the issue, and adds a risk/reward balance, but i can see it getting annoying when getting damaged when using it in space and colliding with a random surface
There being a downside to using it is a middle ground I could meet on as well. It being a replenishable resource like ammo or ship health, for example, or it needing a 1-2 second charge up
Funnily enough, there IS a grabber in the game, and I myself have experienced it first hand, but it spawns quite rarely, and its completely absent in solo as far as i have seen
But you needing fuel to boost might be the best middle ground to balance it
Since every other resource you have in this game is depletable, except your jetpack
We've talked about this in the dev team since we've pingponged between allowing jetpack in open-ish areas and not, because yes, having jetpack kind of trivializes onfoot combat completely, and while it is a bit fun to fly around like superman, its kind of janky going in and out of 3rd person
You make a good point with that, yes
Reason why we have jetpack is because otherwise you can get stuck in some places with no way to get back since you can park the ship too high up to reach, so we rather let you have it than not. That said, one solution we've talked about is to have an "inbetween" jetpack state in open combat zones that still lets you hover, but not super fast to be able to act as a crazy dodge
Ahhh, I see, that's a good idea
And yeah removing the jetpack entirely is not a viable idea in my opinion either
And the inbetween jetpack would probably be first person. So youd go from Weak jetpack > Full jetpack, and there being some sort of transition audio and animation to signal that youve left the weak jetpack zone and going into full zeroG
That said, we havent properly tested this so take this with a grain of salt, just bringing up some discussion we've had since it is a bit jank and unbalanced
Yeah, that makes sense, it would also add more depth to gameplay I think
Aye, understandable
Limited fuel and more grabbers
This also sounds pretty good
I prefer the limited fuel idea though maybe making it materia or some kind of other abundant fuel type
You could also recharge your jetpack in Atiran places like bouys, the trade outpost, etc
Or even just back on the ship
A balancing act of knowing when to ignite your jetpack and inertia should feel just like moving around before a change like this would happen
What I really would like to see with a change like that is a "push-pull" feature much like Star Citizen has done so we don't smack into surfaces like we do now.
Seeing our character actually brace, push, and pull towards surfaces would do wonders for immersion
"Ledging" or catching the edge of surfaces would be a welcome change as well
o7
You do take damage from boosting into walls.
This is already a thing in the game.
This thread drips of high tier skill entitlement. Most of my four man crew can not do anything you are mentioning due to limitations on movement skills and from an immersion point it should be allowed all the time
You are CHOOSING to boost and play the game this easier way.
Perhaps look at why you think it is a problem that you have the opportunity to make the game easier due to being creative and skillful at movement?
If you limit fuel, how do people play a boarding style against enemy ships? When you change something you have to think about all aspects of it
What do you mean? Limiting fuel doesn't prevent you from boarding ships. It just makes it more tedious lmao
Patience and enjoyment levels are a limit
I think that your change would ruin a specific play style. That they are obviously encouraging since there are artifacts for it
and yet, i didn't even notice lol
Any fuel limit relivant to on foot play would absolutely destroy raider role against non-corvettes and remove the ability to fly off to independently engage an objective.
I don't think so, do you think you'd have like a minutes worth of fuel or something? 😂
You as well
Like, clearly you two had some abysmally low flight time in your head
The game has multiple levels within a mission. My guesstimate level of fuel would probably be like being able to do at least 2 sectors straight without any need for refueling. I think that would be a good starting point. Would definitely have to play around the idea
But, it's not a horrible concept. Like I said before, there would be points to refuel all over in your average sector. Hell, we could even make an augmentation that let's you siphon jetpack fuel from enemy ships
Hit em with the Titanfall special
You do indeed but it is very negligible
"High skill entitlement"
Thank you!
But I think this is probably the best option, so let's leave it at that
Should I leave up this thread?
I don't want it to harbor any personal insults or destructive negativity
Personally, I don’t want any changes (if anything, let me use jetpack EVERYWHERE. I want SCHMOOVEMENT)
Devs already discussed fixing enemy aim since they barely hit anything when the player is airborne, so idk if nerfing the movement is a good play
Not nerfing, just...
✨ balancing ✨
But you gotta agree, this makes combat trivial
Which is definietly not good
You can see that even with grapple points you can do nearly identical maneouvers
We're gonna add sliding so we'd be nerfing some and buffing it another way 
The triviality of being aerial in combat is that the enemies don’t know how to hit someone flying, which is something devs have planned to fix. I doubt that making the mobility in this game more limited is going to keep it enjoyable while the enemies are going to get more accurate
If anything, I’d rather keep combat as-is, the schmoovement is one of the most fun parts of Jump Space
Sliding is something I’d like to see, but if it introduces slide hopping we might have something to worry about
Even with the fixed enemy aim they arent able at someone doing the full jetpack since most of them fire projectiles
Exactly, and hitscan would be very unfair
I understand that making them better at predicting is a big ask with projectiles, but I doubt making movement worse is going to be fun— let me restate this, but movement is one of the most fun aspects of jump space. When I can grapple onto a point and go 50 mph, it’s an awesome feeling. To remove my ability to access that by jet packing is just unfun
But I agree, I enjoy the schmovement the most as well
Which is why we might settle for a "half" jetpack state thats not as fast which transitions to the full jetpack once you leave the combat zone. Again, very early discussion we've had that might be subject to change
What if instead you allowed for jetpack dashes? Or, better yet— just make both of these choices a customization option for the player themself?
Oooo, personal components or augmentations?
I don’t see why not. We already have augments, devs are talking about weapon customization— why not let us customize our jet packs, grappling hooks, and suits?
Maybe. The thing with adding mobility options as augments is that it can easily tend to become "must have" picks for augments, so they just become default abilities, and with that it just becomes more and more powercreep that the enemies have to keep up with
(That said though, theres an enemy I'm prototyping that might act as an indirect counter to jetpacking, so be prepared for that)
Not necessarily— if they’re less of an additive effect and more of a replacement effect, I can see a divide between options as a big deal. So long as the augment provides an entirely different playstyle from being without, there will always be someone who wants to run it
UNLESS other augments are also added for combat, defense or technical stuff, like you can develop your own playstyle of a pseudo engineer for example-
And part of why theres still some restraint with adding vertical movement such as ledge vaulting is that some maps are made with the player being able to only being able to scale vertically a certain amount, or else you'll be able to sequence break and we need to go back and change a bunch of stuff
Aye, replacements over upgrades
Ahh, fair enough
We havent experimented much with that yet so it might change, just letting you know some of our thought process why we arent just turning this into Titanfall 3 (as much as I'd want it to be)
I don’t think it’s necessary tbh, my ideas were mostly just variants of pre-existing movement options, like trading in the grapple for a significantly faster jetpack, or something similar
Youre telling me you dont have plans to add a portable mech?! Unacceptable, refunding right now 
All jokes aside, just take your time!
Would you notice if it was HP damage instead of shield damage? Much like fire does HP instead of shield?
If they make enemies being able to hit people flying, I want people flying to be able to hit enemies 🙂
If you are flying and can't hit anything then why would they hit you?
I get robots unable to hit a non-moving target is a problem. I think when the target starts moving and most players are just tossing bullets down range, then that is what should also be coming back... I am fearful of a dead squad of elite robot snipers all shooting someone and 0ing them as soon as they jump pack around a corner
thats boring and removes alotta the slick schmovement
you also want to remove jumping out of grapples so you cant get a speed boost from that?
or bunny hop to conserve momentum?