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Soldat Talk => Game Improvements / Suggestions => Topic started by: TradeMAAK on March 09, 2009, 09:12:56 pm

Title: Accelerating Fall Speed.
Post by: TradeMAAK on March 09, 2009, 09:12:56 pm
The thing is. If you fall from great heights in soldat, sometimes if you do not move a muscle, you just fall on ground and get some damage but survive.

This is because when falling you achieve certain fall speed and then do not accelerate any more. This makes the falling look kind of silly and not quite realistic.

I think it is easy to code and would improve the game as there would be less fall survivors in realistic games.
Title: Re: Accelerating Fall Speed.
Post by: excruciator on March 09, 2009, 09:13:37 pm
I like realism therefore I vote yes!
Title: Re: Accelerating Fall Speed.
Post by: TradeMAAK on March 09, 2009, 09:17:59 pm
This actually goes together with my other recommendation which is when you are really close to ground and press crouch in the right time, you roll evading damage. This would be very fun for a realistic arcade game because would let you jump from big heights and leave everything in your hands - the faster you fall the less chance of rolling and surviving, but you still have chance so you might as well try it.

I think it would make the game a lot more fun, dynamic and cooler in general.
Title: Re: Accelerating Fall Speed.
Post by: jettlarue on March 09, 2009, 09:31:10 pm
This would be a bitch for map balancing issues, and for all the people used to shooting the way it is. Although I do like the idea.
Title: Re: Accelerating Fall Speed.
Post by: Banksey on March 09, 2009, 09:50:37 pm
I like realism therefore I vote yes!

Like realism ey? Read up on terminal velocity
Title: Re: Accelerating Fall Speed.
Post by: Ketchup on March 09, 2009, 10:17:13 pm
This actually goes together with my other recommendation which is when you are really close to ground and press crouch in the right time, you roll evading damage. This would be very fun for a realistic arcade game because would let you jump from big heights and leave everything in your hands - the faster you fall the less chance of rolling and surviving, but you still have chance so you might as well try it.

I think it would make the game a lot more fun, dynamic and cooler in general.

That would give an actual very good use for the roll. F12 it.
Title: Re: Accelerating Fall Speed.
Post by: igotnousername on March 09, 2009, 11:36:24 pm
choose realistic mode
when you fall down you get a damage
Title: Re: Accelerating Fall Speed.
Post by: EL1X on March 09, 2009, 11:53:06 pm
Because jets are completely realistic, right?
It's a good idea though.

choose realistic mode
when you fall down you get a damage
Don't post next time.  ;)
Title: Re: Accelerating Fall Speed.
Post by: SpiltCoffee on March 10, 2009, 12:42:30 am
The thing is. If you fall from great heights in soldat, sometimes if you do not move a muscle, you just fall on ground and get some damage but survive.

This is because when falling you achieve certain fall speed and then do not accelerate any more. This makes the falling look kind of silly and not quite realistic.

I think it is easy to code and would improve the game as there would be less fall survivors in realistic games.
So, basically, increase the value of terminal velocity for the player? :P

I guess it would make things look a bit better (and keeping a parachute more worth it).
Title: Re: Accelerating Fall Speed.
Post by: Gnoblar on March 10, 2009, 02:43:52 am
Only in realistic mode F12, but it wouldn't do too much.
Title: Re: Accelerating Fall Speed.
Post by: L[0ne]R on March 10, 2009, 10:23:44 am
F12, I'd really love to see it but only as an option.
I can't imagine how it would work, but it might dramatically change the feel of controls, and might cause map balance issues. Depends how this feature is implemented. There should still be a speed limit.
Title: Re: Accelerating Fall Speed.
Post by: excruciator on March 10, 2009, 10:28:42 am
I like realism therefore I vote yes!

Like realism ey? Read up on terminal velocity

Yeah it doesn't reach terminal that fast.
Title: Re: Accelerating Fall Speed.
Post by: croat1gamer on March 10, 2009, 10:32:13 am
f12
but i would rather like seeing that when you roll in realistic after falling from bigger heights that you dont get the same damage (its actually a small, almost unnoticable, difference)
Title: Re: Accelerating Fall Speed.
Post by: ~Niko~ on March 10, 2009, 11:08:18 am
Terminal velocity takes a while to affect anything. I think no map in soldat has such a fail to reach this speed, unless it's a climbmap.
Title: Re: Accelerating Fall Speed.
Post by: croat1gamer on March 10, 2009, 01:20:35 pm
propeling yourselw with an m79 on much inf maps would do the trick
Title: Re: Accelerating Fall Speed.
Post by: Xxypher on March 11, 2009, 10:52:09 am
According to physics, you fall until you reach a certain speed, then you stop accelerating. F11.
Title: Re: Accelerating Fall Speed.
Post by: Furai on March 11, 2009, 12:53:27 pm
According to physics, you fall until you reach a certain speed, then you stop accelerating. F11.
Yup, that's true. When your pace gain some certain speed, gravity force (which causes things to accelerate) is balanced by resistance forces. I think that speed is called "terminal velocity".
Title: Re: Accelerating Fall Speed.
Post by: excruciator on March 11, 2009, 06:50:46 pm
According to physics, you fall until you reach a certain speed, then you stop accelerating. F11.

Yeah...
well, the terminal velocity of a skydiver is roughly 56 m/s
Therefore, it takes roughly 6 seconds before it reaches terminal.

I don't think you fall for 6 sec straight in soldat before reaching terminal.
More like after 1s.

Like you, I like realism, but unlike you, I vote F12.(you should vote f12 too if you were solemnly base you vote based on realism)
Title: Re: Accelerating Fall Speed.
Post by: Xxypher on March 11, 2009, 08:47:41 pm
Think about the poly bugs that already exist! Even with speedy landings. This would complicate things and most likely get you stuck in the poly a lot.
Title: Re: Accelerating Fall Speed.
Post by: SpiltCoffee on March 11, 2009, 10:30:24 pm
According to physics, you fall until you reach a certain speed, then you stop accelerating. F11.
As long as there's air resistance.
Title: Re: Accelerating Fall Speed.
Post by: excruciator on March 12, 2009, 07:16:49 am
Think about the poly bugs that already exist! Even with speedy landings. This would complicate things and most likely get you stuck in the poly a lot.

True, but you must admit that sometime you wish that you could land a little faster.
Title: Re: Accelerating Fall Speed.
Post by: Rook_PL on March 12, 2009, 07:46:58 am
F12. I would be good for realistic mode, the polybugs won't matter because you brake with jetboots in order not to die. This would make higher jumps deadly - when you don't have so much fuel to brake, and therefore would make parachutes really useful.
Title: Re: Accelerating Fall Speed.
Post by: Xxypher on March 12, 2009, 10:11:33 am
Think about the poly bugs that already exist! Even with speedy landings. This would complicate things and most likely get you stuck in the poly a lot.

True, but you must admit that sometime you wish that you could land a little faster.
True. But the bug possibilities would be worse then the wait. Getting stuck on polies takes longer to get out of then waiting to land.
Title: Re: Accelerating Fall Speed.
Post by: ~Niko~ on March 12, 2009, 10:16:23 am
I think that this idea should, at least, be tested and shown us in a video like EnEsCe show us the knifes with the direction gradient grenades with bullet trails (I think it's spelt that way) in a youtube video.
Title: Re: Accelerating Fall Speed.
Post by: Furai on March 12, 2009, 10:19:33 am
If it's possible to somehow show it to us I totally agree on that.
Title: Re: Accelerating Fall Speed.
Post by: excruciator on March 12, 2009, 09:01:27 pm
Think about the poly bugs that already exist! Even with speedy landings. This would complicate things and most likely get you stuck in the poly a lot.

True, but you must admit that sometime you wish that you could land a little faster.
True. But the bug possibilities would be worse then the wait. Getting stuck on polies takes longer to get out of then waiting to land.
Right, but you get killed while landing, but you don't while stuck.
Title: Re: Accelerating Fall Speed.
Post by: TheWind on March 13, 2009, 03:10:55 am
F11, soldat is now good, dont change it  :-\
Title: Re: Accelerating Fall Speed.
Post by: Xxypher on March 13, 2009, 09:56:36 am
Think about the poly bugs that already exist! Even with speedy landings. This would complicate things and most likely get you stuck in the poly a lot.

True, but you must admit that sometime you wish that you could land a little faster.
True. But the bug possibilities would be worse then the wait. Getting stuck on polies takes longer to get out of then waiting to land.
Right, but you get killed while landing, but you don't while stuck.
That is only on realistic mode. This would most likely go into the entire game if implemented.
Title: Re: Accelerating Fall Speed.
Post by: excruciator on March 14, 2009, 09:10:38 am
Think about the poly bugs that already exist! Even with speedy landings. This would complicate things and most likely get you stuck in the poly a lot.

True, but you must admit that sometime you wish that you could land a little faster.
True. But the bug possibilities would be worse then the wait. Getting stuck on polies takes longer to get out of then waiting to land.
Right, but you get killed while landing, but you don't while stuck.
That is only on realistic mode. This would most likely go into the entire game if implemented.
The key to that sentence is while landing. Not at landing.
I meant you get shot while landing, but you don't while stuck.
Title: Re: Accelerating Fall Speed.
Post by: Centurion on March 14, 2009, 12:31:40 pm
Especially in realistic mode and r/s
It's just realistic :D

10 m/s^2
Title: Re: Accelerating Fall Speed.
Post by: p0ppin on March 14, 2009, 12:39:00 pm
Yes, I know you're thinking about a lot of normal servers, but if falling acceleration was added, a lot of climbing ctf maps would become impossible/useless.  I'm all for the realistic thing, but keep in in realistic mode, not in normal :P
Title: Re: Accelerating Fall Speed.
Post by: croat1gamer on March 14, 2009, 02:11:22 pm
climb maps are never played in realistic mode
Title: Re: Accelerating Fall Speed.
Post by: Xxypher on March 14, 2009, 03:17:05 pm
Think about the poly bugs that already exist! Even with speedy landings. This would complicate things and most likely get you stuck in the poly a lot.

True, but you must admit that sometime you wish that you could land a little faster.
True. But the bug possibilities would be worse then the wait. Getting stuck on polies takes longer to get out of then waiting to land.
Right, but you get killed while landing, but you don't while stuck.
That is only on realistic mode. This would most likely go into the entire game if implemented.
The key to that sentence is while landing. Not at landing.
I meant you get shot while landing, but you don't while stuck.
The added speed of you falling would increase the chance of poly bugs.
Title: Re: Accelerating Fall Speed.
Post by: L[0ne]R on March 15, 2009, 08:04:55 pm
On the second thought, it would look weird to see a soldier fall down at an enormous speed and survive (in normal mode).
We already have falling acceleration, it's just terminal velocity is quite low. But i think it's slow enough for others to be able to hit a falling soldier and fast enough for it to look like falling and not floating. I'd say, it's fine as it is now.
Title: Re: Accelerating Fall Speed.
Post by: KYnetiK on March 16, 2009, 04:56:40 am
I swear, apart from L[0ne]R, few of you seem to think about terminal velocity.

You DO accelerate with gravity, but you reach your terminal velocity too soon.
Increase the terminal velocity. This will allow you to reach a greater speed when falling, but there is still a reasonable limit to how fast you will travel.

Collisions in games take into account your velocity to calculate where you will be in the next frame/instance and check whether that position is at/in a wall and then offsets you accordingly.

In other words, just because you are travelling a little bit faster wont cause the game's collision detection to collapse into itself. You will always get polybugs in some situations because thats the maps design, not the physics.

I support this idea. Faslling a little faster is a good thing, and it adds something dynamic to how people must aim at falling targets, because their speed can vary.
Title: Re: Accelerating Fall Speed.
Post by: muzikman on March 19, 2009, 07:44:43 pm
I don't really care about realism, but it would make the game feel a bit better.   The only problem it would increase polybounces so much- when you hit the ground at full speed you're quite likely to bounce weirdly as it is, and increasing falling speed could exacerbate this.
Title: Re: Accelerating Fall Speed.
Post by: tehsnipah on March 19, 2009, 08:20:12 pm
It does make sense. And realastic definitely should be realistic. I voted F12.

Title: Re: Accelerating Fall Speed.
Post by: excruciator on March 19, 2009, 11:16:44 pm
I think we should start fixing the problem instead of dodging it.(polybug)
Title: Re: Accelerating Fall Speed.
Post by: SniperTheKiller on March 20, 2009, 05:33:48 am
f11...but if u make longer jetting faster, with same acceleration like falling, then f12.
Title: Re: Accelerating Fall Speed.
Post by: adam01526 on March 21, 2009, 05:13:06 pm
I like realism therefore I vote yes!

Like realism ey? Read up on terminal velocity

Yeah it doesn't reach terminal that fast.
Title: Re: Accelerating Fall Speed.
Post by: kenkitsume on March 21, 2009, 05:33:47 pm
I swear, apart from L[0ne]R, few of you seem to think about terminal velocity.

You DO accelerate with gravity, but you reach your terminal velocity too soon.
Increase the terminal velocity. This will allow you to reach a greater speed when falling, but there is still a reasonable limit to how fast you will travel.

Collisions in games take into account your velocity to calculate where you will be in the next frame/instance and check whether that position is at/in a wall and then offsets you accordingly.

In other words, just because you are travelling a little bit faster wont cause the game's collision detection to collapse into itself. You will always get polybugs in some situations because thats the maps design, not the physics.

I support this idea. Faslling a little faster is a good thing, and it adds something dynamic to how people must aim at falling targets, because their speed can vary.
 

Great point!
Title: Re: Accelerating Fall Speed.
Post by: Lt. Sprizz on March 21, 2009, 09:17:52 pm
f12. I like the concept, and I don't believe in real life you reach terminal velocity in less than a second.

I would like to see this put to use.
Title: Re: Accelerating Fall Speed.
Post by: Minifig on September 06, 2009, 04:00:18 pm
This actually goes together with my other recommendation which is when you are really close to ground and press crouch in the right time, you roll evading damage. This would be very fun for a realistic arcade game because would let you jump from big heights and leave everything in your hands - the faster you fall the less chance of rolling and surviving, but you still have chance so you might as well try it.

I think it would make the game a lot more fun, dynamic and cooler in general.
Heh, that reminds me of zelda.  You jump off of an insanely tall building, but take no damage because you roll when you hit the ground. :p
I do like this idea! F12
Title: Re: Accelerating Fall Speed.
Post by: scarface09 on September 06, 2009, 05:30:22 pm
Cool, we will see if this gets implemented.
Title: Re: Accelerating Fall Speed.
Post by: Xxypher on September 06, 2009, 05:31:16 pm
There NEEDS to be a point at which you dont accelerate.
Actually, I dont like this at all.
F11
Title: Re: Accelerating Fall Speed.
Post by: bhs on September 06, 2009, 06:46:14 pm
There NEEDS to be a point at which you dont accelerate.
Actually, I dont like this at all.
F11
I agree, but I believe that point should be raised, a lot.
F12
Title: Re: Accelerating Fall Speed.
Post by: Xxypher on September 06, 2009, 09:17:20 pm
That would ruin TW for me and many others.
Title: Re: Accelerating Fall Speed.
Post by: STM1993 on September 06, 2009, 09:43:32 pm
There NEEDS to be a point at which you dont accelerate.
Actually, I think that is already the case for Soldaten (and the time to reach a constant velocity is pretty small). For weapons however, it'd just keeps increasing as far as I see.
Title: Re: Accelerating Fall Speed.
Post by: tehsnipah on September 07, 2009, 12:52:33 am
That would ruin TW for me and many others.
Since where in the hell were there high places in TW maps? You seldomly need to think about height in TW.
Title: Re: Accelerating Fall Speed.
Post by: scarface09 on September 07, 2009, 01:00:25 am
Maybe we should set it on specific gamemodes? Could be handy in a few tho.
Title: Re: Accelerating Fall Speed.
Post by: LtKillroy on September 07, 2009, 07:23:41 pm
If you add it, only in realistic. But I fail to see this effecting gameplay unless it is a very large amount.
Title: Re: Accelerating Fall Speed.
Post by: Xxypher on September 07, 2009, 08:23:29 pm
I like being able to survive large falls by shooting downward and then rolling. This will destroy that.