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Add medkits, remove apples #203
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Updated major portions. Tested; |
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While apples have indeed played an unforgettable part in CTF's development as a server, they result in gameplay that's far from realistic. Apples (and all food, in general) are out-of-place in the middle of a battlefield, and proper medical supplies (like medkits, bandages, etc.) adhere to the theme of CTF (i.e. Warfare) nicely. |
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I don't like the idea of cloning some other ctf. It doesn't really matter, how exactly we will name healing stuff. May be you should ask community? Something like: Btw, bandages for healing others is good idea, but they are not subject of this topic. |
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What should be the behaviour of medkits with respect to sprint? Should speed be half of sprint speed when player is sprinting? |
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I think they should slow you down to an absolute speed, not a relative speed. |
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But that wouldn't respect sprint, would it? I'm thinking of adding a |
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Why do you want to allow players to move while healing? |
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In a fast-paced game, I think it's overkill to completely disallow players to move. |
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Will player with healing and spring be faster than normal running speed? |
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No. It is (supposed to be) half of normal and sprint speeds |
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If you fight 1vs1 and you want to heal, then you need to run away faster than opponent (hoping that he has less sprint available). You need to run first and heal later. In addition, I would like to keep feature "guns can interrupt healing from the distance". It makes guns more useful that they are now. |
It's not intended to be used in the middle of a fight. The primary objective of medkits is to make healing relatively more realistic. Healing while fighting is very unrealistic, and medkits aims to disallow players from doing that.
I quite agree on this. It would be useful if there is an |
Healing while running is not very realistic either. |
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Which is exactly why you can't run while healing |
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Update
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Version: 02a5bcc Subject: On use, medkits provide 1 HP every 0.5s to the player till a maximum of max_regen is attained. Testing case: Decrease hp to 4 hearts (8 hp). start healing. wait for healing to finish. Check amount of hp. Testing case: Decrease hp to 1 heart (2 hp). start healing. wait for healing to finish. Check amount of hp. Subject: Players will be slowed down while they heal, and their screen will have slight bluish tint, representing the player's lack of attention to the surroundings while healing. Testing case: Decrease hp to 1 heart (2 hp). Start healing. Move around longer than healing duration. Subject: Players will be slowed down while they heal, and their screen will have slight bluish tint, representing the player's lack of attention to the surroundings while healing. Testing case: Decrease hp to 1 heart (2 hp). Take hit so the screen becomes red. Use medkit. Look for screen tint. Subject: If healing is interrupted, the regen will stop, the one medkit will be added back to player's inventory and their health will be reverted back to it's original value. Testing case: Decrease hp to 1 heart. Start healing. Attack during healing with crossbow Testing case: Decrease hp to 1 heart. Start healing. Attack during healing with smg. Testing case: Decrease hp to 1 heart. Start healing. Take damage by falling. Testing case: Decrease hp to 1 heart. Start healing. Take damage by lava. Testing case: Decrease hp to 1 heart. Start healing. Attack during healing with sword and kill. |
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I stongly suggest to make a poll on the forum when this pull request will be merged and applied to live server. Something like:
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The point of medkits is to limit the healing power and make healing hacks useless. This could be done by changing how apples work instead of medkits. The difference between them is only really where they are found So I don't mind whether this code is attached to apples or a new medkit item. As said - the only difference is that apples are spawned on trees. It may be worth gathering public opinion on this |
It is better to try and revert, than endlessly discuss it with public. |
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Maybe reduce the hitpoints healed by apples? |
To clarify: Are you suggesting apples remain alongside medkits, @MinetestSam? Apples would either be removed completely, being replaced by medkits, or they would take up the healing mechanism that this PR provides. |
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Well then I have no problem to apples being removed |
I think that the second option might make it easier for new players to understand how this game works because apples are related to healing in most minetest subgames. |
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I support the option "apples should take up the new healing mechanism" because healing apples are distinctive feature of MT-CTF. It makes this game original, compared to numerous other, non-MT ctf games. |
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Since @rubenwardy wants to promote teamwork then what about bandages from the Persistent Kingdoms server? The bandages when used only heals the teammates and not the person using it so this will promote more of teammates helping each other out |
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There are plans to allow players to heal other players using medkits. |
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Rather than implementing all the feature through medkits, I think it will be better to separate it like in games like PUBG, Fortnite, H1Z1 there are bandages and then there also are medkits both items are valuable and have there importance. Medkits heals you for full HP and bandages heal for 75% of the HP |
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How about using apples (with the proposed new mechanism) for self-healing and medkits for healing team mates? |
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IMHO, multiple items that do the exact same thing is a little overkill for CTF. I don't see the issue in using the same item for healing oneself as well as team-mates. |
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I just realized that it's not possible for a player to manually interrupt healing, without engaging in PvP or falling on purpose. I consider it essential to be able to abort healing if the player senses danger, and has to get out of harm's way before being able to heal. As said in #333 (comment), this also allows medkits to be able to heal team-mates in the future.
One drawback is that players would be more confused, if they eat an apple expecting to immediately regain 1 heart, but are subjected to various other effects instead. From that point of view, I think a new item altogether would help players adapt to the new healing system better, without the extra chaos. |
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I think it is better to merge medkits as they are and only then add new functionality. |
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I don't think adding multiple items that have a bit of difference will have any negative impact on CTF in fact it would give players more options to choose from and it will also make the healing mechanism a bit team dependent too |
The game will be unplayable if deployed in its current state, as players won't be able to manually stop healing without taking damage. I prefer to complete the feature, and achieve the least possible amount of playability, rather than adding a broken feature.
While I'm not against multiple healing items, I just don't feel the necessity for more than one item. That being said, we could add them later, if required, once the players get used to the new healing system. |
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Updated the PR to interrupt healing if player moves more than 1m in any direction. Ready for testing/review. |
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7d396d2f6099788840bf177352777691958a6dd4 |


max_regenis attained.Tested; everything works as it should.
Video demonstration: https://youtu.be/wfYTRcP170A, https://youtu.be/o86Y7aKHP1Q