Well obviously, and initial response time as instant as the current blink would be unfair constidering that it would not be removing any disadvantages in any way, but would be adding a major advantage (no clip invincible/invisable fades) so I logically reasoned that there could be implimented a delay time before the ability acctually activated on press, but then I thought to myself that doing it that way would kind of wreck the hit and run viability of the fades, expecially in large games. Sure the first hit would be alot easyer to hit when no one can see you approching, but how are you supposed to get out of say marine start with tonnes of fire concentrated on you, and no ability to escape by any means insantaniously. In thinking about it more, I reasoned that perhaps blink could work like a sling shot... the farther you pull back, the farther you blink, or in this case, the longer you hold down the mouse key the longer you remain in blink state. Of course there is no reason to force players who have held the key down for 20 seconds to remain blinking constantly for 20 seconds, so we would just make any action during blink state act as an interupt. The major crutch in this line of reasoning I could see was, what would prevent a fade from just tapping the mouse key repeditively for a 3.0 style blink escape? This issue I figured would have to be dealt with using strict energy costs... for instance, every use of blink instantly uses half your maximum energy, but as a trade off, you regain energy normally while in blink state, so there is an up side to using and planning the use of long blink times. The blink outlined by my plans I think would feel much more like the blink described in the NS manual, and still have similar game ramifications as the current blink...
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I like the idea, but wouldn't a max charge be better? Charge up to a limit where it just stays if you hold longer. This could easily be accompanied with a sort of charge up sound, like the gauss gun in HLDM. It becomes higher and higher in pitch until it hits a ceiling and then it holds pitch. Of course the blink charge doesn't have to increase in pitch, but it'd be a continuously changing sound that stabalizes when fully charged.
I like the idea, but wouldn't a max charge be better? Charge up to a limit where it just stays if you hold longer. This could easily be accompanied with a sort of charge up sound, like the gauss gun in HLDM. It becomes higher and higher in pitch until it hits a ceiling and then it holds pitch. Of course the blink charge doesn't have to increase in pitch, but it'd be a continuously changing sound that stabalizes when fully charged.
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I thougt about a max charge, and it made just as much sence to me, as long as the player still has the ability to interupt in mid blink. A maximum value would probably be nessicary anyways to prevent variable overflow's which could potentially crash your average server. I just didn't bother mentioning it since I assumed there would be a good chance it would be a logically assumed feature in development if it is nessicary.
That might be confusing in the extreme though. If you want to be technical, velocity includes movement and direction. So you start out running north, go into blink, turn twice to the right, come up behind a marine facing south, come out of blink, and go flying backwards. :blink:
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Yes, that is why I was saying velocity instead of speed. But then again, I always invisioned Blink as a straight shot anyways.
That might be confusing in the extreme though. If you want to be technical, velocity includes movement and direction. So you start out running north, go into blink, turn twice to the right, come up behind a marine facing south, come out of blink, and go flying backwards. :blink:
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Yes, that is why I was saying velocity instead of speed. But then again, I always invisioned Blink as a straight shot anyways.
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I dont see why you should have the ability to turn when blinking, we never did before.
If you were to blink in the way mentionned above, you should only be able to do so in a straight line. and the only freedom you would have to turn would be on your own axis.
You know, I bet this is why lerks can't strafe in flight. If they could they could use air control to gain speed as they turned corners, instead of losing it. And that would be scary...
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Lerks, like other objects of flight, have three movement options, Roll, Pitch, and Yaw (http://liftoff.msfc.nasa.gov/academy/rocket_sci/shuttle/attitude/pyr.html). (notice how strafing is not among the movement, and for good reason)
[...]lolfighter: As for air movement, you can actually do that in real life too. Use the torque of your body, and you'll curl because of the air friction. Not that you'll ever notice it while jumping, though ;)[...]
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[...]You can twist and bend your body and use inertia to turn yourself around even though the minimal friction that air provides doesn't really make for a good support of movement, but that's pretty much it.[...]You could make swimming motions to propel yourself forward or slow yourself down, but as air friction is so relatively minimal, so would the speed gain or loss be, so it's safe to ignore this.[...][snapback]29812[/snapback]