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| Pajaking |
Posted: Jun 25 2012, 05:50 PM
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![]() Rawr Imma Grizzly SCP-549 Group: Members Posts: 83 Member No.: 549 Joined: 8-June 12 |
I've been thinking...
The sprint bar gets drained so fast, it doesn't really have a use. The character gets tired so fast like my grandma, he can't even run 20 meters without stopping. Do you think the sprint bar should be updated so that the character can run longer? Or should it be removed? |
| Mr Johnson |
Posted: Jun 26 2012, 06:01 AM
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Newbie Group: Members Posts: 3 Member No.: 620 Joined: 21-June 12 |
I've been thinking the same thing. I don't think it should be removed, because maybe 106 might get too easy then.
Although this doesn't have a lot in common with the topic, i was thinkin'. If you put the gasmask though 914 on very fine, you just get a normal gasmask. kinda common sense, how could the gasmask get any better? Well, I wondered how well the following idea would fare- What if there was an upgraded gasmask (by use of 914) that, when you stepped in smoke, replenished your sprint bar much faster? |
| Trialtrex21 |
Posted: Jun 26 2012, 06:04 AM
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![]() Forum Enderman Group: Moderator Posts: 719 Member No.: 113 Joined: 24-April 12 |
The small amount of running speed makes the player scared as fuck when its depleted, making it last longer would make getting away from 106(in my opinion the scariest SCP ever known) a breeze, thus taking away from the horror! |
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| BroMcBadAss |
Posted: Jul 12 2012, 09:26 AM
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![]() Advanced Member Group: Members Posts: 70 Member No.: 765 Joined: 11-July 12 |
Trial is right, the running bar is perfect, and could only hurt the game if lengthened or maybe when you run to much the character must stop and get a breath or he trips. This would make it dangerous, do you want that? I don't, it would scare the S*** out of me!
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| Narrowmullen |
Posted: Jul 12 2012, 04:53 PM
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Member Group: Members Posts: 11 Member No.: 778 Joined: 12-July 12 |
Running is perfect right now. You can run a good distance before it depletes, it doesn't return too quickly or slowly, and there is still a bit of challenge when escaping 106.
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| BroMcBadAss |
Posted: Jul 13 2012, 01:24 AM
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![]() Advanced Member Group: Members Posts: 70 Member No.: 765 Joined: 11-July 12 |
Anyways you have to get caught by 106 eventually, and it would be less fun if you had to get caught on purpose (if you know what I mean!)
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| Dr. Follis |
Posted: Jul 22 2012, 11:44 PM
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![]() Possible contamination in water coolers Group: Moderator Posts: 69 Member No.: 388 Joined: 21-May 12 |
The sprint bar is a great feature for this particular game, especially as Regalis is working with modelers to develop the forest SCP, (SCP-860-1). However, perhaps if Regalis considered changing the method in which the sprint bar works.
Instead of the bar being depleted the longer you hold down shift, it could reach a "breaking point" the longer you hold it down. So for example, if you spot SCP-106 out for a stroll your way and you sprint for dear life, the closer you reach the breaking point, the more stumbled your character becomes, and if you overload it (holding down shift way too long), there's a severe chance that he could actually stumble and regain his balance, or even fall. So it's a matter of finding the optimum level you can run at, while not holding down shift too much or too little. When that happens, you have a set time that you can sprint to your fullest potential. I don't have a single scooby about the scripting or mechanics that's involved with making that happen, but I believe a lot of players would enjoy that. One of the cons I see, would be having to get the right balance while being panicked and running, but in a real life scenario, you would be panicked, you would perhaps stumble, you'd hit into things if you're clumsy with complete fear. But aye, I wouldnae mind if Regalis updated the sprint bar, but I'm content with the way it is. |
| aTrenchedOwls |
Posted: Jul 23 2012, 12:48 AM
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Veteran Member Group: Members Posts: 100 Member No.: 574 Joined: 12-June 12 |
I like the breaking point idea. It gives the horror film sence of a scared victim. The only problem is that it would probbibly be hard to program (adding stumbling and tripping animations). |
| Slagar |
Posted: Jul 23 2012, 12:53 AM
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Veteran Member Group: Members Posts: 147 Member No.: 98 Joined: 22-April 12 |
Getting away from 106 is already super easy even without sprinting, but sprinting shouldn't be removed. It helps to add immersion and a sense of "oh fuck time to go fast." Rather 106's speed should be increased quite a bit and the sprinting time doubled to compensate.
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| Dr. Follis |
Posted: Jul 23 2012, 02:28 AM
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![]() Possible contamination in water coolers Group: Moderator Posts: 69 Member No.: 388 Joined: 21-May 12 |
Aye, I understand what you mean. It's not neccessarily the animation of the character stumbling or tripping that I fret might cause problems, but how the camera moves to allude to the actual player falling. If that's what you meant then I apologise, I don't know if Regalis would consider a third person perspective, personally, I hope not. |
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| Raphael |
Posted: Jul 23 2012, 05:45 AM
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![]() Resident organizational freak Group: Members Posts: 358 Member No.: 70 Joined: 20-April 12 |
Just to build on the breaking point idea...
One other option is to allow the character to sprint beyond what the meter allows, but if this is done, then the character will move a bit slower once they've stopped sprinting until the meter refills to a certain point. If the sprinting continues for too long once the meter is depleted, you can't move at all to catch your breath for a period of time, making it very dangerous to do so. |
| Dr. Follis |
Posted: Jul 23 2012, 06:33 AM
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![]() Possible contamination in water coolers Group: Moderator Posts: 69 Member No.: 388 Joined: 21-May 12 |
Raphael, that's a pretty neat point you've made there.
As I said, it could be possible that your character falls over or stumbles if you try to hard to sprint for a long distance. However, perhaps there could be a chance where it doesn't happen, and he flees as fast as his legs can carry him, that way, it can introduce your idea. I think that could be pretty good. What would be the chance of that happening, for argument's sake? Maybe he finds a certain item much like eyedrops, that increases his speed? (Vitamin pills, pills introduced by the SCP Foundation for the SCP staff so they can handle different physical exertions with ease?) Maybe he takes a hop, skip and a jump into SCP-914 on a fine setting, or very fine. So he can exceed the human limits. So when he runs, it's either amazing speed for a short while, then collapses, or just completely overloads his body and collapses. Oh hoh hoh, exciting stuff. |
| Masshorde |
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![]() Master Poster Masshorde Group: Members Posts: 848 Member No.: 496 Joined: 31-May 12 |
That would be awesome, oh my god, all these ideas for expanding the game are making me really excited about seeing the finished product, but I was thinking, what if your sprint bar returned slower when moving, and faster when just staying still on the spot because your going to go get breath back faster because all movements require oxygen to do, so your going to get more oxygen faster the less movements your doing, and by standing still your not moving at all.
But another idea, what about being unconscious if you run too much or get scared too much (not signs of it, just suddenly keeling over and your vision going dark) But it would be fairly realistic because your a class-D with no mental or mind training so your not going to believe you may end up dying soon so you will panic then your mind will turn of like mine is right now......... |
| Hakkla |
Posted: Jul 23 2012, 09:15 AM
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![]() Veteran Member Group: Members Posts: 126 Member No.: 755 Joined: 9-July 12 |
About sprinting, I had the idea that if the engine detects that you collided with an object whilst sprinting, you'd lose balance, leading to a I-almost-tripped-over animation (2 or 3 seconds) during which you could still look around you, albeit you were unable to move.
I see this fitting for example when you are sprinting away for 106 and you trip on a ballpoint pen left on one of the office's floor. With difficulty, as you turn your head around you can hopelessly see 106 reaching you... |
| Prosth |
Posted: Jul 24 2012, 03:26 PM
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![]() Advanced Member Group: Members Posts: 70 Member No.: 197 Joined: 1-May 12 |
I think an interesting consideration for sprinting would be along the lines of what Wolfire Games just did with one of their 7-day challenge titles. Video link below to relevant point.
www.youtube.com/watch?v=GCThInmzjXw#t=01m53s They make you tab W to sprint, with a ceiling on acceleration. The faster you tap W, the faster you sprint. This could work on conjunction with, or without a stamina bar, but from playing their game (Receiver), I can definitely vouch for the tension it adds to fleeing, and the actual physical effort required to fly around a level at high speeds. Worth considering, methinks. |
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