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dsm

Sprinting?

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Just an attempt to shake this place up a bit.

I hereby withdraw yet a RtCW-inspired idea: What the topic says.
And for those who haven't tried RtCW yet: Sprinting is an extra running speed apart from the usual walking and running.
Sprinting in RtCW works kinda similar to the 'run' key in Doom - you press a key assigned to the 'sprint' option and move around while holding the 'sprint' key depressed.
Sprinting (and ONLY sprinting) reduces stamina, which slowly recovers (like in Diablo 2).

So I'm curious: How many of you actually abhor this idea like Sin itself and how many of you (if any) think it's a good idea? Or put simply: Let's hear yer general comments about the suggestion.

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Good idea. A pretty low movement speed so you can check out all the cool scenery, and a sprint key to get out of sticky situations and Men's Rooms. Nothing more to say, really.

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the sprint key has to be put in good use.like evading monster's melee/projectile attack,running to hide from the sight of Arch-vile's Flame,jump puzzle(all of this is basic use,can't think of more advance use).the stamina bar should not be last too short.it won't be unwelcomed ifor getting tired easily in the sticky situation.some kind of item (berserk pack or adrenaline)that help the player recover the stamina during the fight will be a solution

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The stamina bar works ok in RtCW imo. I rarely "get exhausted" in bad situations.
I quite like this sprint option, because it allows you to move quickly and the stamina aspect adds suspense in a way.

I'd also like to refer to an idea I posted some time back (don't quite remember the thread) about the berserk pack returning in "Doom 3", but this time providing extra benefits like increased stamina.

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Jumping should cost stamina too. I hate those jumping freaks on CS... :\

I don't know you but it's really hard to jump 50 times in the same spot without a pause.

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Hmmm...whenever I jump in CS when attempting to dodge, I get my skull blown in.

As for spinting, it sounds like a good idea, but if games add any more commands, they need to start putting more keys on the right side of the keyboard or more buttons on the mouse.

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Jumping costs stamina in RtCW too and of course I would like to see the jumping drain stamina as well as something to delay you whenever you have performed a jump, so that you can't jump rapidly up and down like a damn bunny.

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If any of you get the chance, give the HL mod: Firearms a chance. It has a stamina bar that decreases little while walking, a little more while running, and even more while jumping, and is refilled more when you do things like crouch and go prone.

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It sounds kinda like the steroids in Duke3d. when used you ran fast as hell. not a bad idea. The only diff being its a key and an option you always have.

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Sounds like a good idea. The same sort of idea was used in Grand Theft Auto 3. There was no visible "stamina meter," and you regained stamina quicker by standing still (and panting like a dog) than if you were still moving. You could also exersize: the more often you sprint, the longer you can keep sprinting.

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the more often you sprint, the longer you can keep sprinting.

it sounds familiar to the idea of experience in rpg game.that is not the bad thing.but i like to see some other thing have similar option too.
what do you think of weapon slowdown(like carrying BFG make you run slower than carrying the shotgun)?should it be there?how about weight limiting?like you can't carry every gun and item.and you have to choose what you'd like to carry.you can't have all of the big gun like BFG,rocket launcher and chain gun at the same time,but you still can have two of them.

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That whole weapon slowdown thing they use in Counterstrike is lame and unrealistic. You're not going to be able to run any faster when you holster your mp5 and take out a knife. You still have that weight on you.

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No, I don't think limitations to the load of weapons you should be able to carry is such a good idea. It'd only make some people frustrated when they have to decide which weapon to leave behind and which to keep.

There is a limit to how much realism I would like to see in an FPS.
About weapon slowdowns: No, it was only good in RtCW's MP because it helped force teamwork, but I highly doubt that Doom will have team multiplayer. zaldron once said that the amount of players in a game would be very limited, so unless Doom's multiplayer part is much less detailed than the SP part, then it's unlikely that we'll see team mp in "Doom 3".

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When did I said that? Doom should work like a dream with 16 guys running around with today's GF3. And 32 players with the GF4. Sure it would chunk like hell if everyone was visible, happens even today.

Team Deathmatch is so easy to code that it's not really a problem.

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You're not going to be able to run any faster when you holster your mp5 and take out a knife. You still have that weight on you.

yep this is the same thing i feel when i played RTCW MP.but i do know the intention of developer that they don't want players holding the heavy weapon all the time(i dunno in the case of CS) they tried to "balance" the game, not adding realism.about other else points ,i agree.

i think it's quite hard to come up with new original team MP idea.the mod comunity has done almost every kind of MOD.from basic mutator to total conversion.id may need not to try come up with new team mp idea.they should help other existing Q3 mod developers like urban terror team or 3wave team instead.CO-OP is the solution for the lack of team MP(apart from team DM).i'd really like to see it make a comeback.

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When did I said that? Doom should work like a dream with 16 guys running around with today's GF3. And 32 players with the GF4. Sure it would chunk like hell if everyone was visible, happens even today.

Hm, apparently another case of me hallucinating, though I'm dead sure that our "tech-specialist" mod once said that Id would implement mp (of course they will - they aren't stupid), but it would only be something like the old Doom's four-player deathmatch.

Maybe I should search through some of the old threads to find it, although the chance that I'll find it again is minimal.

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I remember, when I compared it to Doom I was only talking about the available modes. Perhaps a better comparison would've been Quake.

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Lemme ask you a favor. Grab a guitar, rifle, or something equally bulky with a strap, and put it over your back. Then grab a knife and run like a maniac down your street. Then, sheathe the knife and grab the long object and run down the street holding it as if you were going to fire it. Now, as I'm sure you'll realize, that's not easy. Now try to hold it steady while you do it so you can maintain some semblance of accuracy.

Now piss off, I just made a fool of you. Weight has nothing to do with it.

(And I'm sure some stupid little fuck will post "Well I can do that just as easy!!!" but that's like deathie saying he doesn't root sheep - we already know you're full of crap, as I just so simply proved.)

As far as weapon limits, I rather like Halo's (and Action Half-Life/Quake and 920840398x other games, including CS) system of primary/secondary or weapon/sidearm.

But of course, I prefer the System Shock/Deus Ex method of distributing items by bulk. Once again, it's a common misconception that weight is the key factor in encumberance. It's really not. The key factor in encumberance is bulk. There's no reason that a healthy adult male can't carry 12 swords, if you just look at weight. But if you look at bulk, it's ridiculous. Where'd he put them all?

The same goes for weapons in an FPS. One good way to do it which would eliminate all the hassle of making an RPG-ish menu system is simply to have a bulk statistic, and give each weapon a bulk value and each type of ammo a 'bulk-per-unit' value.

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