One second protected mode after spawning?
Posted: Sun Nov 19, 2006 10:56 pm
In my Mario Bross time (yes I am old; dinosaur ), after you have been hit and respawned you would be invulnerable for a second or so. This was indicated by a blinking Mario. (I'm sure they nicked that idea from some other game... I don't care where it came from) This was intended to ease the transition from not present to very present. It's easier to programme, because you don't have to worry about respawning onto an enemy (which is a real bummer: "I still have three lives; no two!; no one!; oh I'm dead." )
But here's why I think it might be worth to add a second after respawning where you are invulnerable and are unable to shoot:
- You are placed in a random orientation. And adapted Murphies Law always makes that the wrong orientation. Before you had the chance to turn around you get nailed by an opponent. Now a one second delay won't fix that, but it'll give you a fighting chance. (Will provide less wear on the "i" key)
- But this works both ways: It eliminates the fact that a respawn near you messes up your strategy by killing you out of the blue. (Hence the not-shooting bit.) Personally, this really (BEEP!)-s me off.
- You discourage the easy hit points after capping or geno-ing. (Side note: This could be circumvented by random respawning, but this also has drawbacks.) It will not be completely eliminated, but doesn't killing armed, dangerous tanks feel better than killing sitting ducks?
I don't think this is really easy to implement. If you find it a good idea (I said IF) , it should be on the to do list.
So, Whatdjathink guys? (- You just too much parentheses! -I know! )
But here's why I think it might be worth to add a second after respawning where you are invulnerable and are unable to shoot:
- You are placed in a random orientation. And adapted Murphies Law always makes that the wrong orientation. Before you had the chance to turn around you get nailed by an opponent. Now a one second delay won't fix that, but it'll give you a fighting chance. (Will provide less wear on the "i" key)
- But this works both ways: It eliminates the fact that a respawn near you messes up your strategy by killing you out of the blue. (Hence the not-shooting bit.) Personally, this really (BEEP!)-s me off.
- You discourage the easy hit points after capping or geno-ing. (Side note: This could be circumvented by random respawning, but this also has drawbacks.) It will not be completely eliminated, but doesn't killing armed, dangerous tanks feel better than killing sitting ducks?
I don't think this is really easy to implement. If you find it a good idea (I said IF) , it should be on the to do list.
So, Whatdjathink guys? (- You just too much parentheses! -I know! )