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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Sat Mar 17, 2012 9:55 am Post subject: Vampire mode: cvar to scale drained health. |
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Request: a cvar to control how much health you drain from monsters by inflicting damage to them. Like, sv_vampire_scale or something like that.
I'm posting this thinking of the FMM sessions. I strongly feel it would drastically improve the gameplay if you could drain only 0.3 - 0.5 of how much you drain now. Ronald does have a valid point of using vampire mode to improve things for not-too-experienced players, however current vampire mode sometimes gives way too much and kills the fun, allowing you to hold down W + mouse1 keys and beat some of the maps like that.
This might also need to have an exception check. If the scale is set to a low value, you still could drain at least 1 HP by performing any attack. Yeah, you potentially could abuse this with Chaingun to gain health faster, however Chaingun itself is a pretty weak weapon for Coop. You probably would rather pick another available weapon to deal more damage; at the same time, Chaingun would be more of a "healing" weapon. And after all, Vampire mode's primary use is in Coop, isn't it? Though maybe this "1 HP minimum" thing isn't a good idea but I still thought it's better to mention it, just in case. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Sat Mar 17, 2012 12:16 pm Post subject: Re: Vampire mode: cvar to scale drained health. |
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Nice idea.
Although, currently, the maximum amount of health that a player can accrue from monsterslaying can simply be capped at a lower value via a DEHACKED change to maxhealth. |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Mon Apr 16, 2012 8:08 pm Post subject: |
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Sr69Mm-jC wrote: | And after all, Vampire mode's primary use is in Coop, isn't it? | Certainly NOT. It's intended for NS DM; in fact it was not working in coop at all until certain people petitioned for it. And now you ask for it to be tunable by the server... sorry: I will disagree there. I realize that mappers/modders like to have as many knobs and dials as possible, but you've got to understand that most players want consistency: not unexpected settings. And I certainly don't want something as drastic as that be a server CVAR, which a connecting player may not even be aware of.
If someone can make a proposal about putting this inside dehacked (like the max. reachable health we already put in there), I can go for it since it won't be as fast and loose as a server cvar; otherwise, no. |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Mon Apr 16, 2012 8:40 pm Post subject: |
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That is a valid point there, Kilgore.
Don't know what would be the best idea about how exactly to implement it in dehacked, in case it gets accepted to be implemented. Another Misc 0 option? Idk. |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Sat Aug 18, 2012 3:12 am Post subject: |
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Code: | 75. Implemented three new Dehacked global properties (Misc section):
* Vampire Max Health: specifies the max. health reachable via vampire.
Defaults to 200.
* Vampire Player Factor: specifies the vampire scale factor applied to
damages on humans/bots. It's a percentage value defaulting to 50 (%).
* Vampire Monster Factor: specifies the vampire scale factor applied
to damages on monsters. It's a percentage value defaulting to 25 (%).
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