Summary (a quick, 2-3 sentence summary):
Lower the range of acid depending of the amount of acid fired in a short amount of time.
Benefits (How this will benefit the server and game as a whole):
Basically increase realism as the production of acid is not something done in a matter of instant.
Would lower the spit spam, but still allow for close quarter spamming which change very little in that department.
Improve the chances of survival of marines, while keeping it friendly for spitters such as ancient spitters if they can get their few first shots in.
Details (Description of how you think this would work, the benefits, etc):
The idea here is to make the acid spit disperse into the here or land on the ground a few tiles of the spitter (3-5?) if it's being spammed monstruously.
An ancient spitter will be able to charge into a group of marines and spit a ton of people in CqC, but he won't be taking down entire squads from the other side of a river for example.
The logical way of thinking to explain the phenomenom is the following:
Acid is generated into the body to a certain degree, ancient spitters produce massive amounts, but the muscular build-up for snakes and the like to spit that acid is tiring.
While the spitter is able to engorge his acid glands with acid to spit repetitively, he'll have to strain his body to keep firing it at any absurd range.
Implementation (Optional, if you have an idea how to implement it):
Divide the range with a variable that's updated every so often?
Sidenote: May be annoying on the server procs. It's generally just an idea and I wish to have it seen and improve so we can further it down the road and get something that won't piss everyone and get a compromise going.
EDIT: Use plasma to check how far it can reach???
Acid re-design idea
- Sarah_U.
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- Posts: 1277
- Joined: 24 Apr 2016, 07:19
Acid re-design idea
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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- MrJJJ
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- Joined: 12 Jan 2015, 10:51
- Location: Spider Lab
Re: Acid re-design idea
Most of the time spitters seem to spit at such distance, so they would have to get really close, endangering themself badly if they want they acid to be even close to strong?
- KingKire
- Registered user
- Posts: 893
- Joined: 30 May 2016, 11:53
Re: Acid re-design idea
Im gonna add onto this, another way to go about this idea would be reducing the strength of the poison as kept firing. The spitter would have less and less venom to spit over the distance which would reduce the effect of the poison. So a spitters first few shots would be pretty devestating, capable of stunning marines, knocking them down, giving them decent toxin effects. But the more a spitter fired the less effective their poison would be, they have to let their glands fill back up. So maybe the next few spits would only have 50% chance of knocking down marines.
This means the younger spitters would have to make their first few shots count to be effective. Older spitters would have access to more shots before their spit started to lose effectiveness. The recharge time on spits would be consistent throughout the young-ancient, maybe every second of not firing gives 10% increase in the spits effectiveness until it reaches 100%.
This would mean you wouldnt have to reduce the range for spitters, so they could stay safe, but they couldnt keep a marine permanently stunlocked as their spit will lose effect. (more spitters means you could cover the other spitter, so i dont know how that would work.)
(Working model, numbers can be changed)
Spitter: every shot reduces spits effectiveness by 20% (capped at -25 or -50%?)
ancient spitter: every shot reduces spits effectiveness by 5%
every second of not firing = +10% spit effectivness
This means the younger spitters would have to make their first few shots count to be effective. Older spitters would have access to more shots before their spit started to lose effectiveness. The recharge time on spits would be consistent throughout the young-ancient, maybe every second of not firing gives 10% increase in the spits effectiveness until it reaches 100%.
This would mean you wouldnt have to reduce the range for spitters, so they could stay safe, but they couldnt keep a marine permanently stunlocked as their spit will lose effect. (more spitters means you could cover the other spitter, so i dont know how that would work.)
(Working model, numbers can be changed)
Spitter: every shot reduces spits effectiveness by 20% (capped at -25 or -50%?)
ancient spitter: every shot reduces spits effectiveness by 5%
every second of not firing = +10% spit effectivness
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
- Snypehunter007
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- Location: Georgia
- Byond: Snypehunter007
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Re: Acid re-design idea
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017
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Death of the Suggestion Killer - 11/30/2017
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