Realism vs Gameplay Features

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Re: Realism vs Gameplay Features

Postby Accelevi » Tue Mar 25, 2014 12:09 am

Hooks fired into body should be immediate, if a fired rope gets within anywhere area of a 30-40ishm radius sphere around the Titan, then it would result in some notice, like turning/etc.
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Re: Realism vs Gameplay Features

Postby ToxicPaste » Wed Mar 26, 2014 10:19 pm

Also, titans seem to be naturally attracted to the cities of people on the edge of the wall, even though they can't see them, so maybe you'd have to be solo to actually be stealthy around them, otherwise your collective presence or smell or w/e would attract them.

I currently like how the normal titan aggro system works though, if a titan is focused on one person, it's unlikely it would switch aggro, because they're simple minded and probably can't focus on more than a few things at once. Maybe while the titan is wandering, the tips of hooks landing within 20 ft. would put it into a more alert mode, or simply just turning. People being quiet behind it wouldn't attract it. However, if a titan is already aggro'd on someone within 80 ft., any hooks fired into it, or noise wouldn't affect his aggro. (this would promote teamwork :D). But if you linger too long, it's gonna see you.
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Re: Realism vs Gameplay Features

Postby Accelevi » Wed Mar 26, 2014 10:21 pm

Even a single person wandering around still can't escape, unless there's hordes of people elsewhere, and even then, stray Titans would be around and notice.
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Re: Realism vs Gameplay Features

Postby MJRmasqu3rade » Tue Apr 01, 2014 10:42 am

ToxicPaste wrote:Also, titans seem to be naturally attracted to the cities of people on the edge of the wall, even though they can't see them, so maybe you'd have to be solo to actually be stealthy around them, otherwise your collective presence or smell or w/e would attract them.

I currently like how the normal titan aggro system works though, if a titan is focused on one person, it's unlikely it would switch aggro, because they're simple minded and probably can't focus on more than a few things at once. Maybe while the titan is wandering, the tips of hooks landing within 20 ft. would put it into a more alert mode, or simply just turning. People being quiet behind it wouldn't attract it. However, if a titan is already aggro'd on someone within 80 ft., any hooks fired into it, or noise wouldn't affect his aggro. (this would promote teamwork :D). But if you linger too long, it's gonna see you.

I'm not too sure about that first part. I mean, if being in groups makes titans attracted to you, then the teamwork the game needs more of would be even more broken since everyone will want to break up so Titans won't notice you and everything. As for other things, I don't currently mind the aggro system personally, but you see people distract Titans plenty of times in the anime by flying past them (that's how Marco got his special). the other ideas sound pretty good to me though. Honestly, having anything that would promote teamwork would be awesome, it's something the game needs more of.
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Re: Realism vs Gameplay Features

Postby Accelevi » Tue Apr 01, 2014 1:16 pm

Well yeah, breaking up would make it a little harder, but they'd still be able to notice you across basically the whole forest.
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Re: Realism vs Gameplay Features

Postby Final Divide » Thu Apr 03, 2014 1:25 am

There should be an abnormal type that can notice you from very far away, like the one that killed Thomas and in general we just need more movements for the titans like crawling, trying to move through spaces, breaking things(may be too hard to program smoothly), diving to grab you, jumping towards where it thinks your going to try and grab you and a titan that kinda just hides and waits until you're vulnerable to attack you or when you get closer and lie ADD said they should be able to notice the hooks(which should be tangible and able to be bent). Imagine you attacking another titan and it grabs your hook and pulls you back down and towards it.
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Re: Realism vs Gameplay Features

Postby Senpai » Thu Apr 03, 2014 2:13 am

Titans will pull on your rope, but they're too dumb to grab ropes, and pull you in like the shifters can.

most likely they'll grab your ropes and throw you off course and/or into somewhere you'll get smushed.

but they should noticed the hooks/ when they move it should move your hook ex: hooks onto titan turning left, titan turns right, it makes your wire move slow since titan is moving in opposite direction.
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Re: Realism vs Gameplay Features

Postby Accelevi » Thu Apr 03, 2014 11:34 pm

But if they grab your rope, you won't be able to reel in, as it would be grabbed firmly.
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Re: Realism vs Gameplay Features

Postby Terramort » Fri Apr 04, 2014 1:34 am

Which is why reel out should work with no gas and no angle requirements. Then you would at least be able to run from the one Titan (if it's not big/deviant) while letting out cable until a teammate saves you, like a pseudo grab. However, reeling should also stop at the normal cable maximum length, so you can't reel out forever like now. It'd also be a good reason to make dodges use gas, so you can't use that to outrun the Titan infinitely.
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Re: Realism vs Gameplay Features

Postby Accelevi » Fri Apr 04, 2014 1:41 am

Reeling out isn't gonna push you out.
It's just gonna let the wire go slack, unless you already have previous momentum.
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