Wondering if y’all forumers had more specific ideas on how you think Splash Damage can build upon Brink’s SMART system for their next game. Many days hence this was briefly a subject of a certain other thread that is in a better place, now SD aren’t going to change SMART in Brink and most likely neither is anyone else without a SDK. However, they can improve it in another iteration. So, how can it be smarter? Keep it vanilla, add quake and bake or perhaps something else?
Here’s what I think would help:
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[li]Basic changes[/li][/ul]
Higher jump height, player movement control in air, faster movement/animation and lower friction and air resistance. Coming out of stunt moves like walljumps, slides and vaults should leave players with increased movement speed but that momentum should gradually dissipate so that they are looking to chain moves when they’re moving in combat or otherwise in a hurry. It doesn’t need to be super showy or even rather showy, just less shallow and more useful than what’s in Brink.
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[li]Control and movement abilities[/li][/ul]
Doubletap direction key (“wut 'bout consoles?”, “idc.”) to dodge hop (see UnrealTourny/others) in any of the four basic relative directions and to walljump if at a wall. Spacebar walljumping away from a wall I want my character to climb is unbelievably annoying.
Higher maximum walljump chain of, perhaps, three consecutive walljumps before having to touch the ground. Better player control of wall launch-off direction. People don’t need to be sailing through the air like birds, just to be effectively using walljumps for something.
Press use/interact to grab ledge, space to climb up, crouch or use/interact to drop. Sidearms and grenades can be used while hanging.
Ass skiing should be sprint + jump/fall + crouch, not sprint + crouch. The latter ends up cutting through teammates, out of cover and just generally activating when not desirable or intended. Additionally, the longer the fall or steeper the incline being slid down, the faster the slide and higher the maintained momentum after getting back up should be.
Pressing space while walking/running/sprinting against a low obstacle to vault over small cover/railings or up low platforms is fine. Simply running at them in Brink leads to accidental SMART actions.
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[li]Possible body class implementation[/li][/ul]
More heavily armored weights classes have worse jump height and ledge climb reach. Speed is also comperatively slower (but faster than Brink’s) but they pick up speed over time and can pick up a lot of momentum to put into slides or launch off walls. Players are knocked back if they get sprinted or slid into by a heavier body class on the enemy side. Heavier classes also knock lighter classes back farther or higher with blunt melee attacks. Heavies and possibly mediums have higher damage resistance to frontal attack than to flanking damage.
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[li]SMARTer map design[/li][/ul]
Finally, on map design, ET:QW maps were comparative sandboxes (open battlefield restricted at edges) that were varied by including corredor sections inside them. That design is far superior to only having the corredor areas in terms of supporting a feeling of player freedom of movement.
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[li]Important bit[/li][/ul]
Oh, yes. You thought I forgot the important bit. These things need shiny acronyms so this could be the NINJA system. That would be the Non-Intellegent Ninja Jumping and Agility system