Poll

?

F12(customizable speed)
18 (94.7%)
F11
0 (0%)
Other(explain)
1 (5.3%)

Total Members Voted: 18

Author Topic: Faster Healing Polygons  (Read 3025 times)

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Offline homerofgods

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Faster Healing Polygons
« on: October 29, 2013, 12:37:02 pm »
I suggest that healing polygons heal faster than they currently do.
There is for example a healing field in the middle of ctf_Cobra that is kinda useless compared to how long you have to stand there.
I'd be glad to hear what the TTW comunity feels about it too since they use it alot.
« Last Edit: October 29, 2013, 12:43:39 pm by homerofgods »

Offline Dusty

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Re: Faster Healing Polygons
« Reply #1 on: October 29, 2013, 12:38:35 pm »
Customizable is the word, having a fixed speed will never serve everyone's needs well enough

Offline CheeSeMan.

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Re: Faster Healing Polygons
« Reply #2 on: October 30, 2013, 12:59:37 pm »
Customizable is the word, having a fixed speed will never serve everyone's needs well enough
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Offline Bonecrusher

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Re: Faster Healing Polygons
« Reply #3 on: October 30, 2013, 01:10:52 pm »
Added a poll and agreed on customizable healing speed polygon.

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Offline Furai

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Re: Faster Healing Polygons
« Reply #4 on: October 30, 2013, 01:52:21 pm »
I don't think the poll is needed really. I don't see why someone would ever vote against it.
As to the healing polygons itself - customisation is the way to go. It should allow you to change both frequency and amount of HP (negative HP would hurt you) - so the hurting polys could be merged with these new ones to come.
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Offline Shoozza

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Re: Faster Healing Polygons
« Reply #5 on: October 30, 2013, 06:39:43 pm »
Sounds good.

Can you actually modify the speed of the heal by layering multiple healing polys on each other?
And what if you layer deal and hurt polys on top of each other?

What do players and mappers expect to happen in both cases?
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Offline Viral

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Re: Faster Healing Polygons
« Reply #6 on: October 31, 2013, 10:15:11 am »
The ammount of polies doesn't change anything, you still regenerate / lose hp with the default rate (from what i've tested). Also, lava atm lost its unique feeling, it hurts even less than hurt polies and the only difference is the visual effect you get. Also if you want to add the things you mentioned, please keep in mind there are a lot of maps with hurts/lava polies, so try to make them compatible (make the old polies turn into the new ones, and make the live value the default one in the future).
Also adding additional effects when touching more than one poly is a bit risky, and might result in a situations where you die instanlty, because you landed on the edge connecting 10 polies of this type :<

Offline Viral

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Re: Faster Healing Polygons
« Reply #7 on: October 31, 2013, 12:56:07 pm »
Movement is the same, tho the most recent changes made lava polies way different. Before you had to keep moving, and even walking (not jumping) could 100%-0% you in a sec, and standing on it was close to impossible. Right now you can stand on it and it will make you lose HP just like a regular hurt poly, but with a nice flame effect, So atm I do not see a point in keeping lava, if its going to work this way. Actually if you want to add the whole customization aspect, you can as well remove lava and add a [] flame effect checkbox next to the new hurt polies. Does the flame even hurt you over time, or its just for the cool effect?

Offline smiluu

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Re: Faster Healing Polygons
« Reply #8 on: October 31, 2013, 03:11:53 pm »
Iirc you could heal faster or at least more precisely when walking towards rege-wall while also standing on a rege-floor.
« Last Edit: October 31, 2013, 03:13:56 pm by smiluu »

Offline As de Espada

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Re: Faster Healing Polygons
« Reply #9 on: October 31, 2013, 10:38:50 pm »
Since polys don't stack anymore (no polyjumps), neither should hurt and regen. I think it's already like that. In case of touching multiple polys, I suggest using only the one that is in the front (highest polycount). Alternatively, the STRONGEST one could apply.

In both cases, I think that if you are touching multiple types, one of each type should apply, that includes hurt an regen at the same time.

Lets take a simple example: if you are walking in a hurt poly, and hit a wall of bouncy polys, should you bounce? Yes
using the same logic: if you are walking in a hurt poly, and hit a wall of regen polys, should you regen? Yes

About the pool, yes, it should be customized like the bouncy poly. Merging polys is good because we don't have much "poly slots". Alternatively, a deadly poly could be a hurt poly with maximum hurt. This merged polytype could be (visually) split into the original ones in the interface of Soldat Polyworks :)

And please keep it compatible, even if there will be no slot gain!
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Offline 2FastRealMaaan

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Re: Faster Healing Polygons
« Reply #10 on: November 22, 2013, 08:43:35 am »
I strongly disagree.
You see healing polygons aren't something essential in normal ctf mode.
But for other modes like realistic CS, healing is very important because there are no health packs.
So if it goes fast, the whole rscs mode will get unbalanced.
But if there is a way to make new polygons while keeping the original, then that'd be another subject.
i wont f11 for now.
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Offline Bonecrusher

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Re: Faster Healing Polygons
« Reply #11 on: November 22, 2013, 11:07:36 am »
As stated above it will be custom so the mapmaker will be able to choose the health regen speed. If you are not satisfied with mapmakers decision you will be able to edit it yourself.

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Offline Falcon`

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Re: Faster Healing Polygons
« Reply #12 on: November 22, 2013, 11:16:15 am »
Should healing poly also take neagtive values (and as such, deprecate hurting poly)?
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Offline Viral

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Re: Faster Healing Polygons
« Reply #13 on: November 22, 2013, 12:11:32 pm »
If you plan on adding "select by poly type" in a fututre I'd be against it.

Offline As de Espada

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Re: Faster Healing Polygons
« Reply #14 on: November 22, 2013, 04:15:44 pm »
@Viral: that will be an editor feature, the editor can also logically separate the two types (select all negative regen / select all positive regen)
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Offline Bistoufly

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Re: Faster Healing Polygons
« Reply #15 on: November 22, 2013, 04:45:35 pm »
@Viral: that will be an editor feature, the editor can also logically separate the two types (select all negative regen / select all positive regen)
Yeah. It's not an issue.

Offline Viral

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Re: Faster Healing Polygons
« Reply #16 on: November 23, 2013, 08:20:26 am »
If you say so, then sure - I think it's totally fine, f12 : 3