|Re: Total Carnage bug or feature?|
|Posted By: Antarctico||Date: 8/3/13 9:06 a.m.|
In Response To: Re: Total Carnage bug or feature? (treellama)
: The way Marathon 2 fixed multiple weapon pickups in TC makes the last two
: But, there is a Final Cut solution: if you're on TC, and one of your triggers
: We're on our own now. Jason is off micromanaging Destiny. Dr. Sumner is still
OK, if option three is we're on our own, then we can choose whatever behavior floats our boat. My suggestion, as it is from the minds at Bungie, would be the Halo CE behavior:
*If you pass over a reloadable weapon your current in-inventory weapon's ammo is topped off from from the passed over weapon up to the limits of your maximum ammo capacity for that type, or until the donor weapon is empty (the empty weapon stays in the game).
*Behaviors for ammo stay the same, if you pass over an ammo cache, again your in-inventory ammo is topped off to your limits for that ammo type or until the cache is empty. Once the cache is accessed (even for a single round), it disappears.
*If you pass over an unreloadable weapon and you press, or are holding down, your action key, you swap your in-inventory weapon with the one one the ground. The fresh weapon appears in your inventory and your old depleted weapon appears on the ground (falls to the ground in Halo's case).
The Halo CE behavior satisfies all our issues with the Marathon weapons pick-up behavior and has the benefit of being a familiar mechanic to the majority of gamers who might have an interest in playing Marathon using Aleph One.
A modification of this suggestion (so Aleph One does not have to keep track of how full or empty a weapon in the game is), is to simply get rid of the concept of ammo harvesting, and treat every pass over a weapon when the action key is held as a weapon swap with the swapped weapon disappearing from the game. If your in-inventory weapon is 100% empty, passing over a weapon on the ground causes an automatic swap, which is how Aleph One currently treats the Alien Weapon.
A second, separate suggestion is, if we have opened our minds to using the action key for more than doors and switches, that we mimic another Halo behavior -- weapon reloading. While Halo CE does allow the assigning of a dedicated key to reloading (and I personally use a dedicated key), if the player hits their action key when there is no other action available, if the weapon is reloadable, the player's weapon in hand reloads. This means killing another traditional Marathon player behavior -- blowing of the last few rounds in a clip in order to fill the gun for an upcoming battle. Oh, tradition!
Of course my suggestions are not canon, but Marathon under Aleph One is already not purely cannon. Since we are already fixing engine bugs, and addressing game deficiencies in a modern environment (widescreen support, hi-res textures, the nifty new HUD, etc.) arguing about canon or not canon is like arguing about being a little bit pregnant -- either you are pregnant or you are not.
Again, just my two-cents. :)
|Total Carnage bug or feature?||Godot||8/2/13 2:42 a.m.|
|Re: Total Carnage bug or feature?||Dr. John Sumner||8/2/13 5:20 a.m.|
|Re: Total Carnage bug or feature?||Antarctico||8/2/13 10:36 a.m.|
|Re: Total Carnage bug or feature?||Godot||8/3/13 3:14 a.m.|
|Re: Total Carnage bug or feature?||treellama||8/3/13 4:56 a.m.|
|Re: Total Carnage bug or feature?||Godot||8/3/13 5:13 a.m.|
|Re: Total Carnage bug or feature?||treellama||8/3/13 6:55 a.m.|
|Re: Total Carnage bug or feature?||Godot||8/3/13 6:57 a.m.|
|Re: Total Carnage bug or feature?||Dr. John Sumner||8/3/13 10:22 a.m.|
|Re: Total Carnage bug or feature?||Antarctico||8/3/13 9:06 a.m.|
|Re: Total Carnage bug or feature?||Document||8/6/13 2:59 p.m.|
|Re: Total Carnage bug or feature?||PerseusSpartacus||8/6/13 7:01 p.m.|
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