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jump speed and jump range

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11 years ago
example of a 50% slowed com, he jumps at 100% speed:
h264-avi, 4MB, 12sec
https://dl.dropboxusercontent.com/u/23979348/spring_static/skutCropped.avi

1) is this intended?
2) or caused by total linear hardcoded jump behaviour?

general idea:
1)units can always jump (not only when reload bar is ful).
2)jump range depends on jump reload bar: get bunnys.
3)maybe do non-linear jump reload speed to prevent completely nuts bunnys
4)slow does affect jump range and/or speed (which is likely to be corellated)
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11 years ago
oh and while on this, is it intended that stunned com does continue morphing?
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11 years ago
If slow affects how fast units can apply impulse to themselves, then it should affect jump range, not speed. Or rather, he initial jump velocity should be affected, but the falling part is gravity, not the unit itself.
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Well unless im mistaken a comm jumps by fireing thrusters once at the begining of the jump, so if they only fire one burst im not sure how a slow would affect their jump range much.

Although, it would make sence for units that jump using legs to have a nerf for being slowed.
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Assuming slow is meant to represent stuff clogging up the works and generally decreasing unit velocity, then the initial velocity of a jump would drop, and since that's the only thing pushing the unit forward against gravity, it would hit the ground sooner than if it started the jump at full speed.

On the other hand, if slow is meant to represent some sort of bubble of time progressing at a slowed rate relative to everything else, then having the jump arc remain the same but having the unit go through it slower would make sense.
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11 years ago
But if time was slowed in a bubble wouldnt enemy projectiles and other things entering it be slowed as well?
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11 years ago
@[TROLOLO]Valkurie: I meant more a bubble shaped exactly like the unit, though your idea is much more awesome.
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11 years ago
The physical properties of how slow works in the real world (which is not a real thing btw it's purple lazors) is irrelevant, the question is how it should work in the game.

I believe jump reload speed is affected, I'm not sure if jump speed should be affected, range should probably not.

If comms can morph while EMP'd then thats a problem. Slow should also, probably, cut buildpower if it doesn't.
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But there is one major problem.

If you think of the jump bar as "energy required to jump" or "start velocity, then it will fail badly!

If you jump 1 metre vertically with 1/4 starting velocity, you jump - with the same angle - 4 metre with 1/2 starting velocity and 16 metre with full starting velocity.

The speed and range in real physics is a square of speed.
Lets say an object stats with the same speed 1g (g

Earth gravity) can accellerate this object in 1s and the highest point is (1 +0.75 +0.5 +0.25 +0)/5 in 1s

0.5 of the distance in the 1s if speed was not lowered.
If it starts with 1 times this speed: (2 +1.5 +1)/3 in 1st s + (1 +0.5 +0)/3 in the 2nd s

1.5 + 0.5

2.
2 / 0.5 = factor 4!


[color=grey]The good point of it is:

If you invent something that gives a human just 2.3x to 3x leg speed, this human could jump 5.3x to 9x as far/high, thus jump from housetop to housetop and run faster than any animal!

BTW: You don't need cars anymore and car-companies will try hunt you before you ruin their income.[/color]
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11 years ago
Slow has no effect on jump and emp only prevents a jump from starting.
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