Health system / math needs redoing

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Postby C.Brutail » Tue Sep 23, 2008 4:23 pm

What [-z-] wanted to say, that this health and armor system is what makes Nexuiz unique. This is the part of the game since 1.0, and imho one of the parts of the game that is really balanced, and should be never changed.
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Postby MirceaKitsune » Tue Sep 23, 2008 5:44 pm

Well if everyone says so then maybe I was wrong. I just thought there would be a bit more enjoyment and more complexity in being able to have a permanent buff up to a certain value and "configuring" your health with health packs every life. It could have only been a tiny change to the current system but yeah, in the end it's just some numbers that I thought they could make a better impression like that. I think it's more important not to ruin the game if this indeed symbolizes its uniqueness that way :)
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Postby esteel » Tue Sep 23, 2008 8:06 pm

MirceaKitsune wrote:Well if everyone says so then maybe I was wrong. I just thought there would be a bit more enjoyment and more complexity in being able to have a permanent buff up to a certain value and "configuring" your health with health packs every life. It could have only been a tiny change to the current system but yeah, in the end it's just some numbers that I thought they could make a better impression like that. I think it's more important not to ruin the game if this indeed symbolizes its uniqueness that way :)

Its not that you were wrong.. requesting change is OK.. its just the WAY you did was not really as Z mentioned. Basicly you demanded without showing why it should be changed, aka what would be better after a change.

And as response to 'to have a permanent buff up to a certain value' There IS: 100health/100 armor. Its just not 200/200 like in other games (for example in quake3 you can get more then 200/200 with the small 5health/armor pickups which runs down to 200/200 then.

However as many noted the health system is one of the very unique things about Nexuiz, it works very well in ALL game modes and it would need a very well presented reason to change it
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Postby MirceaKitsune » Tue Sep 23, 2008 10:45 pm

esteel wrote:And as response to 'to have a permanent buff up to a certain value' There IS: 100health/100 armor. Its just not 200/200 like in other games (for example in quake3 you can get more then 200/200 with the small 5health/armor pickups which runs down to 200/200 then.


What I had in mind when I said "buff" (consider a buff to be) is something over the normal default value that you somehow upgrade to. So in the case of health, 100 couldn't be a buff since it's the default that it drops to. If the default / normal / average health amount was 50 for example then 100 would have indeed been a buff. I would see armor as a buff though since you start with 0 and collect up to a fixed 100 (only what I think, others may consider a buff / powerup differently). Just wanted to clear up what I meant exactly when I said buff.
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Postby divVerent » Wed Sep 24, 2008 4:49 am

Well, we might consider a powerup that boosts your "stable health" to 200, so your health gets increased by 100 and stays there (even regenerates to 200).

But that would then be a powerup that's not often to find on maps, for obvious reasons...

Alternatively, we could think about introducing different armor classes like in Quake.
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You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Alien » Wed Sep 24, 2008 6:54 am

Each health boost needs equivalent armor boost to be available.
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Postby MirceaKitsune » Wed Sep 24, 2008 8:01 am

Yeah that couldn't work much as people may then have to edit all maps to introduce that powerup (though there are things like the floating N symbols that when you pick up you have stronger damage or firing rate but these are temporary powerups). And indeed armor and health are paired and it could brake the game to unpair them. Only idea I could still think of is just letting something over 100 stay fixed, even 150 if not 200 but if that's bad its bad so no. Maybe a mutator could be made for that instead however...
<Taoki> ... So maybe the new colored bars under the sbar weapons could indicate ammo level rather than accuracy stats.
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Postby [-z-] » Wed Sep 24, 2008 10:48 am

divVerent wrote:Alternatively, we could think about introducing different armor classes like in Quake.

I thought Pro exhibited a similiar behavior.
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Postby Alien » Wed Sep 24, 2008 12:21 pm

Nexuiz can have 20 (?) wpn slots now, no map was made for those. Nexuiz already has teleport gun, no map was made with it. Most map sources are available so they can be expanded/fixed.In the worst case they can be decompiled. You better use NetRadiant for this.
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Postby divVerent » Wed Sep 24, 2008 7:05 pm

Also, you can always use sv_saveentfile on a map to write its entities as an .ent file, then edit that with a text editor. Works like a charm for replacing stuff.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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