I had a cool idea for a new feature for the cutter blades.
Basically, if a primary fire blade hits a fluid surface at a shallow angle, it should skip off the water (like a skipping stone), instead of going into the water. On maps with alot of water that would make it easier for people to escape the cutter by diving into the water. The blade would still be able to go into the water if its angle of impact was steep enough though. And in actuality the angle of skipping should probably be pretty shallow, but it would make games in water maps quite interesting. Since alt-fire blades are rotated, maybe the blades will explode on the water at shallow angles?
Cutter/Water interactions
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- Chaotic Dreams Team
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Cutter/Water interactions
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- Chaotic Dreams Team
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I think I smell a new gametype here: Cutter Pinball!
The maps are all made of water, walkways, and narrow passages, and have goal points. You score points by hitting the goals with cutter blades, but your score for a goal is based on the number of bounces the blade had before it hit, minus one. That way, directly shooting a goal would get you 0 points, but the more bounces you had to hit the goal, the better your score. Everyone gets, say, 10 blades per round and each round ends when everyone runs out of ammo or after a certain amount of time, and the scores are compared and a winner declared. The winner gets one frag for that round, and the next round starts and so on until the map time runs out and the final score is shown. The objective is to win the most rounds.
As an added bonus, you can opt to kill your competition with the cutter instead of hitting goals, but since you only have 10 blades, you have to give up some opportunity to score points, but it may be worth it to try to take out a skilled player who would otherwise win. For this gametype only, we could change the alt-fire of the cutter into a melee-style defensive move so someone could reflect a shot from another player, since alt-fire won't be very useful for hitting targets in this gametype. And of course, jumping in the water would be a possible way to defend oneself from an over-agressive competitor.
We could add all kinds of things to the game to make it more interesting, such as rogue proxies, bumpers, movers, and possibly mini-vortexes which wouldn't destroy a blade, but would alter its course, so a clever player could slingshot blades around a mini-vortex as an alternative method of directing one's blades. Perhaps vortex slingshots should be counted in the score as well, either added to the score or counted seperately. We could even add in blade deflection volumes, where you could shoot blades out of, but blades that go into the volume would be deflected, so a player could sit in one of those for protection from enemies. They would be in difficult positions to score from, but the tradeoff would be the safety of the volume.
Some interesting maps could come out of it... And imagine the possibilities with movers. Sort of like miniature golf meets pinball meets bloodsport...
The maps are all made of water, walkways, and narrow passages, and have goal points. You score points by hitting the goals with cutter blades, but your score for a goal is based on the number of bounces the blade had before it hit, minus one. That way, directly shooting a goal would get you 0 points, but the more bounces you had to hit the goal, the better your score. Everyone gets, say, 10 blades per round and each round ends when everyone runs out of ammo or after a certain amount of time, and the scores are compared and a winner declared. The winner gets one frag for that round, and the next round starts and so on until the map time runs out and the final score is shown. The objective is to win the most rounds.
As an added bonus, you can opt to kill your competition with the cutter instead of hitting goals, but since you only have 10 blades, you have to give up some opportunity to score points, but it may be worth it to try to take out a skilled player who would otherwise win. For this gametype only, we could change the alt-fire of the cutter into a melee-style defensive move so someone could reflect a shot from another player, since alt-fire won't be very useful for hitting targets in this gametype. And of course, jumping in the water would be a possible way to defend oneself from an over-agressive competitor.
We could add all kinds of things to the game to make it more interesting, such as rogue proxies, bumpers, movers, and possibly mini-vortexes which wouldn't destroy a blade, but would alter its course, so a clever player could slingshot blades around a mini-vortex as an alternative method of directing one's blades. Perhaps vortex slingshots should be counted in the score as well, either added to the score or counted seperately. We could even add in blade deflection volumes, where you could shoot blades out of, but blades that go into the volume would be deflected, so a player could sit in one of those for protection from enemies. They would be in difficult positions to score from, but the tradeoff would be the safety of the volume.
Some interesting maps could come out of it... And imagine the possibilities with movers. Sort of like miniature golf meets pinball meets bloodsport...
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45