Author Topic: Health reappearing delay  (Read 2027 times)

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Offline zyxstand

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Health reappearing delay
« on: April 22, 2007, 01:49:06 pm »
I know many of you have either seen someone do it or done it yourself (most likely both*) - When you shoot someone in ctf with a machine gun,  if they stay in the health-box section they're as good as invincible.  I suggest there be a smaller number of healthboxes for current maps (8-10?) and that after a healthbox has been taken, there should be a 10-15 second delay or so before it reappears where it would normally.  That way you can't easily stand in health boxes and it would get less abused.
F11 or F12?

EDIT:
And what do you guys think about limiting the amount of health each box gives, like 25% per box or 50% or whatever?
« Last Edit: April 22, 2007, 04:09:43 pm by zyxstand »
Can't think of anything original to put here...

Offline Laser Guy

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Re: Health reappearing delay
« Reply #1 on: April 22, 2007, 02:04:29 pm »
f12
Text goes here...

Offline Zamorak

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Re: Health reappearing delay
« Reply #2 on: April 22, 2007, 02:32:24 pm »
Two things. First, I disagree with changing maps, that is a map specific function and there is no need to do so.

However, the second suggestion cannot hurt as a server variable, but I don't really see this happen too much to justify the addition of this. Meaning that it's not urgent and is probably overlooked by most.
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Offline iDante

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Re: Health reappearing delay
« Reply #3 on: April 22, 2007, 02:59:59 pm »
I used to do this a lot, but then I realized how much I died due to nades. One good nade throw and you are dead if you stand still, so I say F11.

Offline Deranged Duck

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Re: Health reappearing delay
« Reply #4 on: April 22, 2007, 03:02:52 pm »
F11 if you can't beat  them then join them....
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Offline Serial K!ller

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Re: Health reappearing delay
« Reply #5 on: April 22, 2007, 04:07:21 pm »
or after you have taken a health box you can't take an other one for 5 or so seconds
« Last Edit: April 22, 2007, 04:10:24 pm by Serial K!ller »

Offline zyxstand

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Re: Health reappearing delay
« Reply #6 on: April 22, 2007, 04:08:52 pm »
Two things. First, I disagree with changing maps, that is a map specific function and there is no need to do so.

I didn't mean to let the srever decide how many nades - I meant that MM should go through his maps again and lower the number so that there isn't like a plethora of healthboxes all over the map.
Adds an EDIT*

or after you have taken a health box you can't take an other one for 5 or so seconds

I like that idea better with respect to preventing abuse...
Can't think of anything original to put here...

Offline Sytrus

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Re: Health reappearing delay
« Reply #7 on: April 22, 2007, 04:11:53 pm »
F12, good idea.

Offline 2big4u

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Re: Health reappearing delay
« Reply #8 on: April 22, 2007, 06:10:18 pm »
Good idea, but i dont it think it will create a huge impact. When i read the subject title, i thought you were gonna talk about health regenerating after 10-15 of no actions.

Offline The Philanthropist

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Re: Health reappearing delay
« Reply #9 on: April 22, 2007, 06:29:55 pm »
I hate it when I make it out of a heavy firefight and book it back to my base and realize that there is no health packs left just before I go down in a barrage of lead...

Offline Hiro

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Re: Health reappearing delay
« Reply #10 on: April 22, 2007, 11:21:56 pm »
"after you have taken a health box you can't take an other one for 5 or so seconds"
This sounds alright,  the rest doesn't really.
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Offline Zamorak

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Re: Health reappearing delay
« Reply #11 on: April 23, 2007, 08:01:51 am »
Personally I don't think the boxes should respawn slow, just you have to wait 5 seconds before taking another one.
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Offline gedazz

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Re: Health reappearing delay
« Reply #12 on: April 23, 2007, 10:58:37 am »
And what do you guys think about limiting the amount of health each box gives, like 25% per box or 50% or whatever?
Total support! But it might me a little annoying to mapmakers :/

Offline Psycho

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Re: Health reappearing delay
« Reply #13 on: April 23, 2007, 12:50:24 pm »
I agree on a short delay before it respawns, but not a very long one. also the medpack must heal full or the ruger will just take out the effect of a med pack in 1 shot

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Offline F3nyx

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Re: Health reappearing delay
« Reply #14 on: April 23, 2007, 03:20:05 pm »
Basically a good idea, but how about making it so individual players can't heal twice within a certain period, rather than changing the crate respawn?  Your way would also prevent their teammates from healing, which doesn't make sense.

Offline zyxstand

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Re: Health reappearing delay
« Reply #15 on: April 23, 2007, 04:06:31 pm »
or after you have taken a health box you can't take an other one for 5 or so seconds
Already suggested and I'd support it...
Basically a good idea, but how about making it so individual players can't heal twice within a certain period, rather than changing the crate respawn? Your way would also prevent their teammates from healing, which doesn't make sense.
Can't think of anything original to put here...