cRPG

cRPG => Suggestions Corner => Topic started by: Konrax on July 03, 2013, 05:10:26 am

Title: Jumping onto an enemy
Post by: Konrax on July 03, 2013, 05:10:26 am
So after jumping and landing onto an enemy, only to immediately slide off them to my death has me finally pissed off enough to make a suggestion post.

Here goes:

If you land on an enemy or friendly infantrymen, you should knock them down and you should land basically directly bellow where you landed on the player.

You could make it have 2 versions for balancing:

1) A nudge type effect on the enemy player if you land on them at a small / medium drop (EDIT: This will not allow for a free attack)
2) Knock down on a landing that would normally be enough for that player falling to take damage.

Also make it so you don't lose any health when you land on someone, maybe make it do a small bit of damage too if its a knock down.

What do ya think?
Title: Re: Jumping onto an enemy
Post by: owens on July 03, 2013, 06:03:57 am
^no thanks


I understand where you are coming from but firstly heights from which you are falling. I don't want to be stunned by a guy jumping down 3 steps. Secondly I am not sure if this is even possible.
Title: Re: Jumping onto an enemy
Post by: Paul on July 03, 2013, 11:29:42 am
So you want to be able to mario other players?
Title: Re: Jumping onto an enemy
Post by: Cup1d on July 03, 2013, 11:34:33 am
Pity, but there was more physic in Mario's jumps, than in our medieval combat simulator.
Title: Re: Jumping onto an enemy
Post by: isatis on July 03, 2013, 03:03:45 pm
maybe not the nudge thing, but the knock omg yes, would love to see the hate :P
Title: Re: Jumping onto an enemy
Post by: Hirlok on July 03, 2013, 03:19:14 pm
YES! would give new meaning to Hirloks legendary suicide jumps on flag when defense has become hopeless ;-)
Title: Re: Jumping onto an enemy
Post by: Lennu on July 03, 2013, 03:42:12 pm
YES for Mario-Kills! 

I don't want to be stunned by a guy jumping down 3 steps. Secondly I am not sure if this is even possible.
This is a good point. So like said in OP, knowdown/nudge/damage only when the falling player would take damage from the fall.
Title: Re: Jumping onto an enemy
Post by: matt2507 on July 03, 2013, 04:18:50 pm
Yes because i want to see ninja make that  :mrgreen:
Title: Re: Jumping onto an enemy
Post by: Necrorave on July 03, 2013, 04:26:51 pm
Only reason I say no is because of fighting a player who is peddling up a hill.  Jump while blocking, knock you down, win.

No thank you.  Great idea though.
Title: Re: Jumping onto an enemy
Post by: Lennu on July 03, 2013, 05:06:10 pm
Only reason I say no is because of fighting a player who is peddling up a hill.  Jump while blocking, knock you down, win.

No thank you.  Great idea though.

IMO both players should take damage and get knocked down, for sake of realism   :wink:
Title: Re: Jumping onto an enemy
Post by: StormFaction on July 03, 2013, 06:19:58 pm
I could get behind this idea if it could be implemented to only occur from drops that would inflict damage on the jumper, and only negates some fall damage, not all.

That way people can't abuse on stairs or a hill, and aren't going to try goomba stomping someone from miles up just to brush it off no problem.  A 50% fall damage reduction seems fair.
(Although tbh if I landed on someone from a big fall I feel like I would get more hurt by their presumably not obese body, lol)
Title: Re: Jumping onto an enemy
Post by: matt2507 on July 03, 2013, 07:02:15 pm
Why not simply reverse the damage of falling ?

The damage drop is proportional to the height of the fall. Simply apply a trigger to give dammage to the player below if you fall on him (with the animation of falling for the "stun").
it would add a risk to the player if he misses because it would take the damage if it did not touch the target.
Title: Re: Jumping onto an enemy
Post by: San on July 03, 2013, 07:09:58 pm
Do you get points and a 1up for enough jump combos?
Title: Re: Jumping onto an enemy
Post by: Phew on July 03, 2013, 07:41:04 pm
Just make it so the fall damage (if any) is shared with the guy you land on.

Would make for some epic kamikaze leaps, and be more true to the laws of physics in the process.
Title: Re: Jumping onto an enemy
Post by: Gravoth_iii on July 03, 2013, 07:42:16 pm
GOOMBASTOMP!
Title: Re: Jumping onto an enemy
Post by: Konrax on July 03, 2013, 09:53:06 pm
I could see that an even split in the damage between the two players would be idea.

Secondly, with the jumping on a target that causes a nudge type effect, keep in mind the player doing this would not be able to attack during that time. Similar to a regular nudge effect now where you can't kick immediately after or attack and expect to land a free hit.

This is more for leaping relatively shorter distances such as wall to mid stair case type of suicide jumping.

What this would do is give an edge to groups of players leaping off siege towers, buildings, ect into heavily populated areas and at least giving them a chance to react.
Title: Re: Jumping onto an enemy
Post by: ThePoopy on July 03, 2013, 10:25:28 pm
also if you land on a horse and have riding auto mount
Title: Re: Jumping onto an enemy
Post by: Ikarus on July 03, 2013, 10:26:08 pm
In medieval times, people barely jumped onto their foes to defeat them.

Also, this would open a new era of ingame trolling
Title: Re: Jumping onto an enemy
Post by: Konrax on July 03, 2013, 10:50:07 pm
In medieval times, people barely jumped onto their foes to defeat them.

Also, this would open a new era of ingame trolling

Want to elaborate a bit more?

And for the first point... people in medieval times who barely jumped onto their foes to defeat them still were knocked over when they did do such a feat. Not magically slide off them in some physics defying nonsense.
Title: Re: Jumping onto an enemy
Post by: Rico on July 03, 2013, 11:36:59 pm
Characters with very round faces and/or high STR should get a bonus on the damage they deal to their victims. High body mass is deadly, you know.