Bacde
Oct 18 2004, 03:26 AM
I searched under the FAQ, and searched jetpack fall, jet pack fall, jetpack damage, and jet pack damage, and did not get anything similar, so please do not tell me search.
How about Jetpackers take fall damage when they fall too fast to the ground. This would nerf the marine jetpack a bit like many call for. This would also require more skill when jetpacking, as you need to have enough fuel to slow down on your decent.
Any comments/questions?
Wyattx3
Oct 18 2004, 03:28 AM
i think they should, as it would make crazy jpers who like to fly at 100 mph to slow down so aliens can actually see where they are and kill them
DragonMech
Oct 18 2004, 03:42 AM
An excellent idea.
Redford
Oct 18 2004, 04:15 AM
Jetpacks used to take fall damage, but this was removed because it made using jetpacks difficult at best. This is defintly proof that you can not please everyone. That's the reason your search came up empty.
Bacde
Oct 18 2004, 04:21 AM
I had suspected that jetpackers used to take fall damage (the jpers still make the "ugh" sound when falling from a distance). Any chance of re-implimenting?
theclam
Oct 18 2004, 05:16 AM
I agree that jetpacks are too strong, but this is not the way to nerf them. Putting fall damage in would make it annoying, and make it harder for newbies to learn how to use them correctly.
If you want to nerf JPs, just reduce the amount of fuel it has.
BulletHead
Oct 18 2004, 05:16 AM
It was taken out because, as the song goes
How come you can fly 500 miles an hour into a wall and live... drop 20 feet and ya die?
tankefugl
Oct 18 2004, 06:26 AM
If I had a million resnodes ... Awww.
It was in, and it was the most annoying aspect of JPs ever.
Lt.Realness
Oct 18 2004, 11:01 AM
jetpacks are hard to handle but I actually take damadge when I'm falling down somewhere oO (wich doesn't happening to me all the time

)
cookman
Oct 18 2004, 05:45 PM
How could JP fall damage be the most annoying annoying of the jetpack?
I mean, if you use all you fuel on flying 40 miles up in the air... then you should take the consequenses.
I have never ever died of fall damage with JP through any version of NS (since 1.04)
From 20 feet in the air with no fuel to 5 feet in the air, you have gathered enough fuel to immediatly stop your fall.
And not to mention how (co_ only) resupply comnpletely annhihilates any consequenses of fall damage, because it simply drains no armor.
So I think some JP falldamage would be good.
Alkiller
Oct 18 2004, 07:07 PM
| QUOTE (cookman @ Oct 18 2004, 01:45 PM) |
How could JP fall damage be the most annoying annoying of the jetpack?
I mean, if you use all you fuel on flying 40 miles up in the air... then you should take the consequenses.
I have never ever died of fall damage through any version of NS (since 1.04) From 20 feet in the air with no fuel to 5 feet in the air, you have gathered enough fuel to immediatly stop your fall. And not to mention how (co_ only) resupply comnpletely annhihilates any consequenses of fall damage, because it simply drains no armor.
So I think some JP falldamage would be good. |
I disagree, because it is annoying at best to have to quickly tap jump before you fully hit the ground. Plus, were not all perfect like you so obviously are. Although it's unrealistic, if they changed it back to having fall damage, it would be the most annoying addition to the jetpack ever.
DragonMech
Oct 18 2004, 08:00 PM
| QUOTE (BulletHead @ Oct 17 2004, 11:16 PM) |
It was taken out because, as the song goes
How come you can fly 500 miles an hour into a wall and live... drop 20 feet and ya die? |
"There is a reason for that actually."
"What's that?"
"Flayra didn't exactly do to well in physics."

[EDIT] Fixed.
cookman
Oct 18 2004, 08:24 PM
| QUOTE (Alkiller @ Oct 18 2004, 02:07 PM) |
| QUOTE (cookman @ Oct 18 2004, 01:45 PM) | How could JP fall damage be the most annoying annoying of the jetpack?
I mean, if you use all you fuel on flying 40 miles up in the air... then you should take the consequenses.
I have never ever died of fall damage through any version of NS (since 1.04) From 20 feet in the air with no fuel to 5 feet in the air, you have gathered enough fuel to immediatly stop your fall. And not to mention how (co_ only) resupply comnpletely annhihilates any consequenses of fall damage, because it simply drains no armor.
So I think some JP falldamage would be good. |
I disagree, because it is annoying at best to have to quickly tap jump before you fully hit the ground. Plus, were not all perfect like you so obviously are. Although it's unrealistic, if they changed it back to having fall damage, it would be the most annoying addition to the jetpack ever.
|
Align says: "Oh no! I have to tap space to break my fall, before I hit the earth with 40 m/ph! Loathe and agony!! THE PAIN IS UNBEARABLE!!!"
Wow, how could something like breaking your fall with JP be so terrible? I mean, it's only totally fine that the current JP has ripped pancaking from lerk, and that it's practically impossible to empty your foul tanks, when you don't even have to use your jetpack while diving to the ground like a new 'little boy', while spraying nades all over the place.
Please...
Blue_Mary
Oct 19 2004, 12:31 AM
Yes! This should be implimented! I don't see Jetpackers wearing any fancy shoes or whatnot to stop their legs from buckling in on themselves from a no-thrust fall.
Jetpacks should not take fall damage if they are thrusting at the time of impact. But while not thrusting, I think there should be impact damage. After all, how many rooms are giganticly big and need a jp to actually fly up to the top corner?
It will add a small skill effect too, help balance big room JP fights between Lerks and JPs, Skulks and JPs, Fades and JPs, etc.
Alkiller
Oct 19 2004, 01:36 AM
| QUOTE (cookman @ Oct 18 2004, 04:24 PM) |
| QUOTE (Alkiller @ Oct 18 2004, 02:07 PM) | | QUOTE (cookman @ Oct 18 2004, 01:45 PM) | How could JP fall damage be the most annoying annoying of the jetpack?
I mean, if you use all you fuel on flying 40 miles up in the air... then you should take the consequenses.
I have never ever died of fall damage through any version of NS (since 1.04) From 20 feet in the air with no fuel to 5 feet in the air, you have gathered enough fuel to immediatly stop your fall. And not to mention how (co_ only) resupply comnpletely annhihilates any consequenses of fall damage, because it simply drains no armor.
So I think some JP falldamage would be good. |
I disagree, because it is annoying at best to have to quickly tap jump before you fully hit the ground. Plus, were not all perfect like you so obviously are. Although it's unrealistic, if they changed it back to having fall damage, it would be the most annoying addition to the jetpack ever.
|
Align says: "Oh no! I have to tap space to break my fall, before I hit the earth with 40 m/ph! Loathe and agony!! THE PAIN IS UNBEARABLE!!!"
Wow, how could something like breaking your fall with JP be so terrible? I mean, it's only totally fine that the current JP has ripped pancaking from lerk, and that it's practically impossible to empty your foul tanks, when you don't even have to use your jetpack while diving to the ground like a new 'little boy', while spraying nades all over the place.
Please...
|
But imagine if the lerk had fall damage, that would be lame wouldn't it? It's pretty much the same thing here. Unrealistic, but if it would turn on, it would make alot of people unhappy, and it would make newbie lerks suck.
RiotingNerd
Oct 19 2004, 02:01 AM
this is a bad bad idea. it was removed for a reason. and if anyone makes the argument "well it makes the "ugh" sound when you fall so it should have fall damage, i have some bad news for you: skulks make that sound too. so do fades, and lerks.
jetpacks and fall damage just frustrates newb jetpackers who cant keep an eye on their fuel.
SmoodCroozn
Oct 19 2004, 02:44 AM
What if when you landed from a high altitude at a fast rate of speed, you would be slow for a moment just as if you were jumping a lot as an lmg marine (how the jumps and movement get slower).
Church
Oct 19 2004, 05:09 AM
While we're at it, let's add fall damage for Fades as well!
Bacde
Oct 19 2004, 05:30 AM
| QUOTE (RiotingNerd @ Oct 18 2004, 09:01 PM) |
| this is a bad bad idea. it was removed for a reason. and if anyone makes the argument "well it makes the "ugh" sound when you fall so it should have fall damage, i have some bad news for you: skulks make that sound too. so do fades, and lerks. |
If you didn't understand what my post meant, please do not try and post remarks on it. What I had stated was that I beleived that Jetpacks had taken fall damage in an earlier version of NS. I did not state it as a reason for them to take damage, and I don't know where you got that out of my post, please read the whole 2-3 sentences next time.
Also, Kharaa are very different than humans, so dont try to compare a lerk/fade to a jetpacker. They are very different things. Honestly, I didn't offer the idea for Jetpacks to take damage as a "realism" issue. I thought that it would help nerf the JP in ways that it needed to be.
im_lost
Oct 19 2004, 06:51 AM
I really doubt it would make a difference either way. In combat it has absolutely no effect because of resupply. In classic, people will learn to hit the jump key within a day of the change being made, and they will never think about it again. In fact, you usually don't want to completely land; instead, you want to go in a straight line a few feet off the ground, so you can move quickly. Or you are flying around a small room keeping away from the aliens, meaning that you wouldn't take fall damage anyway. I don't think I would notice if it was added.
phoenix911
Oct 19 2004, 10:23 AM
personly i think there should a fall damage for both lerk and jp's.
jp's should havea reserve full supply that is never used but just as u hit the ground if u press jump even with out any full the reserve kicks in to alow for safe landing.
and lerks well they can glid so even with fall damge aslong as the person holds jumps to glid then they should be ok.
u could always make the lerk if shot y gliding lose it glid and then u have to repress jump reall quick this would make it like the lerk is in pain and having to reajust or sumthing idk.
cookman
Oct 20 2004, 07:05 PM
| QUOTE (Alkiller @ Oct 18 2004, 08:36 PM) |
| But imagine if the lerk had fall damage, that would be lame wouldn't it? It's pretty much the same thing here. Unrealistic, but if it would turn on, it would make alot of people unhappy, and it would make newbie lerks suck. |
Oh yeah, uhm? What's the difference between a human and an unknown species of alien, naturally designed to fly?
Thought Experiment #1:
Smash a human into the ground with 40 m/ph from a 10 yard height, and the human will break his legs, suffer in agony, vomit blood, and then die.
Now lets smash a bat into the ground with 40 m/ph from a 10 yard height, and the bat will with it's light hollow bones and strong muscles, naturally, instinctively break the fall to a point where it will do no damage.
Thought Experiment #2:
Drop a human from fifth floor and he will break his legs, suffer in agony, vomit blood, and then die.
Drop a cat form fifth floor and it will land on it's feet.
Zunni
Oct 25 2004, 05:51 PM
This was generating some good discussion on both sides of the debate, and I'm torn as well.. So I'll move this and let the discussion continue.
Church
Oct 25 2004, 09:50 PM
I wouldn't mind having lerks take fall damage. It'll stop PANCAKING!
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