Back-flip Timing and Force Drain
Posted: Sun Oct 23, 2011 9:59 am
Affects: Powers - Jump
Summary: Decrease time between back-flips based on Jump rank.
Suggestion: I'll be the first to admit; I love back-flip spam. As a core mechanic of Jump however, it is fundamentally broken, made easily spam-able, having an extremely short cool-down period (32ms) and usable even when the player's FP=0. These are rough numbers, feel free to re-do them:
Rank Time before rejump FP cost
Jump1 - 1500ms 20
Jump2 - 1250ms 15
Jump3 - 500ms 10
Jump4 - 250ms 5
Jump5 - 50ms 1
With Jump5 being the 'Mastery' rank, having virtually a zero second cool-down and minimal cost.
Implementation: #define PMF_TIME_LAND separately for each rank of Jump.
References: bg_public.h/forceMasterLevels, w_force.c
Summary: Decrease time between back-flips based on Jump rank.
Suggestion: I'll be the first to admit; I love back-flip spam. As a core mechanic of Jump however, it is fundamentally broken, made easily spam-able, having an extremely short cool-down period (32ms) and usable even when the player's FP=0. These are rough numbers, feel free to re-do them:
Rank Time before rejump FP cost
Jump1 - 1500ms 20
Jump2 - 1250ms 15
Jump3 - 500ms 10
Jump4 - 250ms 5
Jump5 - 50ms 1
With Jump5 being the 'Mastery' rank, having virtually a zero second cool-down and minimal cost.
Implementation: #define PMF_TIME_LAND separately for each rank of Jump.
References: bg_public.h/forceMasterLevels, w_force.c