Suggestion talk:20110626 Chance of falling while carrying large objects
Discussion from Developing Suggestions
Chance of falling while carrying large objects
Timestamp: 03:15, 9 June 2011 (BST) |
Type: slight skill change |
Scope: Survivors |
Description: Here is the idea, when you attempt to free run with large objects in your inventory there is a chance of falling. I classified a large object as something with 20% encumbrance (i.e: Transmitters, gennies, and museum pieces.) I left things like pumpkins and Christmas trees out because they are seasonal fun items, not the everyday junk. If you fall you would receive the flavor text of You lose your footing when [insert object] shifts its weight causing you to fall to the ground. Same as free running into ruins you would receive 5 damage when you fall but it wouldn't be fatal. This isn't as nagging and annoying to players as say an overall chance to fall when you reach x% encumbrance but it gives entry points and maintaining good free-running lanes more value.
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Discussion (Chance of falling while carrying large objects)
Let me vote for this shit now! | |
Put it up for a vote already JESUS |
--Karloth Vois ¯\(°_o)/¯ 16:54, 14 June 2011 (BST)
- I'm on Vacation! I'll put her up for voting when im back home in a week and can give the attention it deserves. 17:54, 16 June 2011 (BST)
Do want. 03:54, 9 June 2011 (BST)
- Any idea of the percent of failure? I'm terrible with numbers but I'd say 30% chance to fall per heavy idea your carrying. So if you have two gennies you have a 60% chance to fall off the building. 14:31, 9 June 2011 (BST)
- GTFO. 60% for two heaving objects? Might as well forbid free-running entirely then. -- Thadeous Oakley Talk 14:43, 9 June 2011 (BST)
- IF you payed attention I said the percent and how it would apply was up for discussion I just threw 30% out as a possible number. Personally I'd say limit your inventory so you could only have 1 heavy object at a time and then you'd only have a 30% chance of failure but that's a whole new suggestion itself. 15:00, 9 June 2011 (BST)
- It may be better to have a function rather than just a block percentage, so that it ends up with something like 1:30%, 2:45% 3:55%, or something like that.--Yonnua Koponen T G P ^^^ 15:20, 9 June 2011 (BST)
- That sounds fair. So a formula something like "% of failure = 1- (1*(.70n))" where n=# of objects. Then 1 object is 30% 2:51% 3:66% slightly harsher than yours. Since the chances of you trucking around 2 heavy objects let alone 3 are pretty slim in my mind unless you either collect museum objects or run around powering every building you see. 15:34, 9 June 2011 (BST)
- That looks pretty good. And I agree, this should mainly punish people who stock up on gennies for mass repairs and repowers, whilst having a much smaller effect on people just doing the occasional power or museum piece addition.--Yonnua Koponen T G P ^^^ 20:36, 9 June 2011 (BST)
- Ooh fancy. Although I just listed the percents out up to 5 objects since that's the most you could carry technically. 20:58, 9 June 2011 (BST)
- That sounds fair. So a formula something like "% of failure = 1- (1*(.70n))" where n=# of objects. Then 1 object is 30% 2:51% 3:66% slightly harsher than yours. Since the chances of you trucking around 2 heavy objects let alone 3 are pretty slim in my mind unless you either collect museum objects or run around powering every building you see. 15:34, 9 June 2011 (BST)
- It may be better to have a function rather than just a block percentage, so that it ends up with something like 1:30%, 2:45% 3:55%, or something like that.--Yonnua Koponen T G P ^^^ 15:20, 9 June 2011 (BST)
- IF you payed attention I said the percent and how it would apply was up for discussion I just threw 30% out as a possible number. Personally I'd say limit your inventory so you could only have 1 heavy object at a time and then you'd only have a 30% chance of failure but that's a whole new suggestion itself. 15:00, 9 June 2011 (BST)
- GTFO. 60% for two heaving objects? Might as well forbid free-running entirely then. -- Thadeous Oakley Talk 14:43, 9 June 2011 (BST)
No. Just another attempt to make free-running more "realistic" by adding an extra annoying and frustrating element to it. No fun, no pass. -- Thadeous Oakley Talk 14:43, 9 June 2011 (BST)
- Nothing wrong with attempting to address the AP imbalance caused by free running and watering down survivor's movement advantage. After all you should have to choose between uber-effective, uber-fast, and ease of hiding. It's only reasonable. --Karekmaps 2.0?! 18:01, 9 June 2011 (BST)
- There is a lot of ways to correct it. You could make it so free running requires 2 AP instead of 1 or Make free running only possible below a certain encumberance level or a combination of the two.. Those are options that come to mind as of now. I think mine is about the most reasonable free running change proposed, at least that I've seen. 18:43, 9 June 2011 (BST)
Love this idea mazu. right thad cause survivors have it sooooo hard. pussy.--User:Sexualharrison15:10, 9 June 2011 (bst)
Would this stack with current percentages to fall if freerunning into a ruin? In other words would there be a 110% chance of falling if freerunning into a ruined building while carrying 3 heavy items (assuming 60% suggestion) ~ 15:56, 9 June 2011 (UTC)
- Hmm.. I'm not sure. I think it'd just stack with the current percentages as that sounds like it'd be easier to code. I'll edit my suggestion accordingly. 16:26, 9 June 2011 (BST)
Would falling force you onto the street like the ruin mechanic or would it just deal damage while still allowing freerunning? ~ 21:03, 9 June 2011 (UTC)
- NVM just reread the suggestion. I see that it forces you to the ground. I guess the question is does it also cause damage when you fall? ~ 21:07, 9 June 2011 (UTC)