InvisionFree - Free Forum Hosting
Create your own social network with a free forum.
Learn More · Sign-up for Free


 

 Running, just a good thought.
Pajaking
Posted: Jun 25 2012, 05:50 PM


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?
Top
Mr Johnson
Posted: Jun 26 2012, 06:01 AM


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?
Top
Trialtrex21
Posted: Jun 26 2012, 06:04 AM


Forum Enderman


Group: Moderator
Posts: 719
Member No.: 113
Joined: 24-April 12



QUOTE (Pajaking @ Jun 25 2012, 09:50 AM)
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?

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!
Top
BroMcBadAss
Posted: Jul 12 2012, 09:26 AM


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!
Top
Narrowmullen
Posted: Jul 12 2012, 04:53 PM


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.
Top
BroMcBadAss
Posted: Jul 13 2012, 01:24 AM


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!) wink.gif
Top
Dr. Follis
Posted: Jul 22 2012, 11:44 PM


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.
Top
aTrenchedOwls
Posted: Jul 23 2012, 12:48 AM


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).
Top
Slagar
Posted: Jul 23 2012, 12:53 AM


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.
Top
Dr. Follis
Posted: Jul 23 2012, 02:28 AM


Possible contamination in water coolers


Group: Moderator
Posts: 69
Member No.: 388
Joined: 21-May 12



QUOTE (aTrenchedOwls @ Jul 23 2012, 12:48 AM)
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).

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.
Top
Raphael
Posted: Jul 23 2012, 05:45 AM


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.
Top
Dr. Follis
Posted: Jul 23 2012, 06:33 AM


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.
Top
Masshorde
  Posted: Jul 23 2012, 08:56 AM


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.........
Top
Hakkla
Posted: Jul 23 2012, 09:15 AM


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...
Top
Prosth
Posted: Jul 24 2012, 03:26 PM


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.
Top
DealsFor.me - The best sales, coupons, and discounts for you

Topic Options




Hosted for free by InvisionFree* (Terms of Use: Updated 2/10/2010) | Powered by Invision Power Board v1.3 Final © 2003 IPS, Inc.
Page creation time: 0.3820 seconds | Archive