Make tackles not RNG
- driecg36
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Make tackles not RNG
Summary (a quick, 2-3 sentence summary): Marines have an invisible health bar, called stamina or something, that goes down every time there is a tackle attempt. Every caste/maturity tier does a certain amount of "stamina" damage, and when it reaches 0 the marine is tackled. The bar slowly recharges at all times.
Benefits (How this will benefit the server and game as a whole): Having something as vital and powerful as tackling be determined by RNG leads to frustration on both sides (such as when a young runner tackles you on the first try, or a queen misses 5 in a row). Removing the RNG element would make the game feel a lot more fair for both sides, while still allowing for more powerful xeno castes to have better tackles. I honestly think tackle rng is as much of a problem as hugger combat was/is, and needs a rework just as badly.
Details (Description of how you think this would work, the benefits, etc): Each human would have an invisible health bar of some sort, that starts at lets say 100. Each alien caste/maturity would do a certain amount of damage, and when it reached 0, the marine would be tackled. The tackle attempt that breaches 0 would send that number into the negatives, determining the tackle time (however, this CANNOT be sent lower into the negatives. Tackle attempts in the negatives do nothing.) so a -1 tackle time would be a lot shorter than a -30 tackle time. The second the marine reaches 0 again, he stand up.
Implementation (Optional, if you have an idea how to implement it): This would most likely be hard to code as it is a system that doesn't really exist in game already, but I think something of the sort needs to remove the RNG factor in tackles.
Benefits (How this will benefit the server and game as a whole): Having something as vital and powerful as tackling be determined by RNG leads to frustration on both sides (such as when a young runner tackles you on the first try, or a queen misses 5 in a row). Removing the RNG element would make the game feel a lot more fair for both sides, while still allowing for more powerful xeno castes to have better tackles. I honestly think tackle rng is as much of a problem as hugger combat was/is, and needs a rework just as badly.
Details (Description of how you think this would work, the benefits, etc): Each human would have an invisible health bar of some sort, that starts at lets say 100. Each alien caste/maturity would do a certain amount of damage, and when it reached 0, the marine would be tackled. The tackle attempt that breaches 0 would send that number into the negatives, determining the tackle time (however, this CANNOT be sent lower into the negatives. Tackle attempts in the negatives do nothing.) so a -1 tackle time would be a lot shorter than a -30 tackle time. The second the marine reaches 0 again, he stand up.
Implementation (Optional, if you have an idea how to implement it): This would most likely be hard to code as it is a system that doesn't really exist in game already, but I think something of the sort needs to remove the RNG factor in tackles.
Some guy.
- NoahKirchner
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- taketheshot56
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Re: Make tackles not RNG
Oh yes please +1
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- driecg36
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- Swagile
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Re: Make tackles not RNG
Just make tackles work like Stamina in normal SS13 where you can disable people with a disabler. Apply the same method to melee disarms by aliens and thats the system your talking about, right?
- driecg36
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Re: Make tackles not RNG
Actually, yes, thats exactly what I'm talking about. I had forgotten completely about disablers!Swagile wrote:Just make tackles work like Stamina in normal SS13 where you can disable people with a disabler. Apply the same method to melee disarms by aliens and thats the system your talking about, right?
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- NoahKirchner
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Re: Make tackles not RNG
It is essentially exactly what you described and has been suggested beforedriecg36 wrote:Halos damage?
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- driecg36
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Re: Make tackles not RNG
Well, now all i have to do is wait for "asking this to be locked" then.NoahKirchner wrote:It is essentially exactly what you described and has been suggested before
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- NoahKirchner
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Re: Make tackles not RNG
Heheheh. I think it's been gone for a long while though so you might be gooddriecg36 wrote:Well, now all i have to do is wait for "asking this to be locked" then.
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- SagaSword
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Re: Make tackles not RNG
10/10 please Implement ASAP
- MrJJJ
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Re: Make tackles not RNG
>when you are a elite hunter and you miss 7 tackles
- driecg36
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Re: Make tackles not RNG
Pretty much the reason why I want this. RNG tackle sucks for the marines and the aliens equally. Changing it wouldn't even change balance that much, it would just be a bullshit controller.MrJJJ wrote:>when you are a elite hunter and you miss 7 tackles
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- OatzAndHoes
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Re: Make tackles not RNG
I think this has been suggested numerous times before and been denied.
- driecg36
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Re: Make tackles not RNG
OatzAndHoes wrote:I think this has been suggested numerous times before and been denied.
Well, according to noah it's been a while since it was last suggested, maybe the game has changed enough for this to warrant consideration. (It never should've been rng tbh, rng is just awful)
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- Butterrobber202
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Re: Make tackles not RNG
pretty good idea,
+1 and all that.
But this does mean that higher castes would get higher 'Halos' damage? Right?
+1 and all that.
But this does mean that higher castes would get higher 'Halos' damage? Right?
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- SagaSword
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Re: Make tackles not RNG
Yup, I can't want for a ravager to fucking shit on a full marine's squad with tackle spam on everyone.Butterrobber202 wrote:pretty good idea,
+1 and all that.
But this does mean that higher castes would get higher 'Halos' damage? Right?