Page 1 of 1

Back-flip Timing and Force Drain

Posted: Sun Oct 23, 2011 9:59 am
by Sared Kilvan
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

Posted: Sun Oct 23, 2011 10:03 am
by Aslyn Denethorn
Gotta admit, I don't much care either way, but I do like that you're providing info as to how to implement the change in question. If we could do that for every suggestion, Soh could actually get some of these changes made nice and quickly, purely because he wouldn't have to trawl through an insane amount of code and then work out what values to change.

Posted: Sun Oct 23, 2011 10:39 am
by Jenny Wrix
Does the cool-down timer begin when you land or when you perform the backflip?

Posted: Sun Oct 23, 2011 10:41 am
by Sared Kilvan
I believe it begins after landing, but I could be wrong about that.

Posted: Sun Oct 23, 2011 12:23 pm
by Jenny Wrix
Then I don't really like this idea, this goes against all of Tomoran's backflip training.

Posted: Sun Oct 23, 2011 9:55 pm
by Ellana
Ellana wrote:Meh, why not?

Posted: Sun Oct 23, 2011 10:20 pm
by Oberon
I don't see an issue with base statistic. Was someone spamming backflip when I wasn't looking. :o

PS, exhilarating post award goes to Ellana. But he already knows that because it already won in the other thread.