Armorsmith Archive
Thread: Currently on TestCenter
Tuanga wrote:
Why can't they make it so this timer is only in effect during combat? And while not in combat you can change clothing/armor at will. Doesn't seem like it would be that hard to do since already we can't pull items out of crates during combat, but it works fine when not in combat (never really understood why that is btw).
good point. I think that now people will never take their armor off, which will ruin the last of the decent scenery. even worse of a composite hell now.
neinnunb wrote:
I have actually wanted this feature in the game.Is morerealisticand eliminates any exploitsthat you can do by hot-swapping armor on and off (when not in direct fire), especially with the new HAM revamp. It will be an annoyance to many im sure, but ultimately will make the game morechallenging. You'll have to think before you take your armor off.
You want realistic, go off and join the bloody Sealed Knot Society, or that yank equivalent (SCA?).
This is a game - we play for fun, not crappy realism.
Will psg's be effected by this? If they are this effectively makes them even more useless. They may be implementing this, and we have absolutely no chance of swaying them (the tailors have even less, witness their socket nerf).
But perhaps if we act quickly and rationaly and sacrifice a few chickens to some pagan god we can make them understand why psg's should be exempt from the equip delay.
Message Edited by Srednii on 06-07-2004 12:56 AM
theonebountyhunter wrote:If they are doing armor with anice decay then shouild you have a delay when switghcing weapons???Figure i'd might as well stirr the pot/hides from flaming
actually that is already planned, according to the fan fest info post in core systems forum
"Equipping and unequipping weapons and armor will now enter the combat queue so that they do not happen instantaneously. The possibility of additional delay on these actions was mentioned but details were not given."
that is crap, especially for BH who won't be able to switch to carbine, firekd, switch to pistol any more.
I like this, but I think the time to don should be related to the encumbrance - probably the action encumbrance would make the most sense. This might help foster more of a concern for encumbrance in armor again, and shift more emphasis back towards the lighter armors.
Perhaps .1 sec per point of action enc? That would let people put on an armpiece of nonlayered composite that averages 30 in 3 seconds, and a full suit in about 40 seconds. The heavily layered armor would then take up to 90 seconds to put on. A helm would still be fast, but thats not too big a stretch. Another option would be the average of the 3 enc stats, which would make all the big pieces take longer, and the suppor pieces still quick - The order in which the armor is put on could become as important asother factors in this case.
neinnunb wrote:I can just imagine allot of tactical plays with the armor and weapon switching delays, where you see someone unarmed or with a certain weapon, and you know you have a window of oppertunity to create an attack. It opens up to specialist who use one weapon well and rely on teamwork.
With the 10 second delay, an unarmored player will be dead long before they get even half their suit on, and since armor unequips (and shows you naked!) during the delay, switching armor in combat to counter a particular weapon is not a viable option.
Aramathin wrote:
I like this, but I think the time to don should be related to the encumbrance - probably the action encumbrance would make the most sense. This might help foster more of a concern for encumbrance in armor again, and shift more emphasis back towards the lighter armors.
Perhaps .1 sec per point of action enc? That would let people put on an armpiece of nonlayered composite that averages 30 in 3 seconds, and a full suit in about 40 seconds. The heavily layered armor would then take up to 90 seconds to put on. A helm would still be fast, but thats not too big a stretch. Another option would be the average of the 3 enc stats, which would make all the big pieces take longer, and the suppor pieces still quick - The order in which the armor is put on could become as important asother factors in this case.
This is a great idea! And it solves the problem with psg's being rendered useless (since they have no encumberance and would be instant).
I can just imagine allot of tactical plays with the armor and weapon switching delays, where you see someone unarmed or with a certain weapon, and you know you have a window of oppertunity to create an attack. It opens up to specialist who use one weapon well and rely on teamwork.
case in point: I remember UT2003 greatest problems was the fast weapon switching. They fixed that in UT2004 and the game is so much better with a longer weapon switch delay.