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Some Changes to Standing and Resting mechanics
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I like the idea of making rest instant, but currently I think it just happens on the next game tic. So it really only takes a long time if there's lag, and that's not gonna have too much of an effect.

The other thing I really liked was the dives. Just yesterday I was talking to a friend trying to figure out if the trait Matrix Flopout (where flipping lets you dodge a bullet) was ever actually worth it? It costs 50 stamina to use, and that's only a bit less then a taser shot. Plus, you're only flipping for half a second and with lag it's a complete crapshoot. A dedicated dodge ability/button could be more interesting than the current strategy of clicking rest to drop under a taser shot. Which is also far superior to the matrix flopout.

As for the rest, I think those are more horizontal changes than anything else. The dropping held items when resting is a feature to add some challange to self-surgery. And adding latency to actions performed while prone or getting up seems like a lot of work for no gain.
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RE: Some Changes to Standing and Resting mechanics - by kyle2143 - 09-15-2018, 10:29 PM

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