Jump to content

"Urist McBaddy rummages around in his belt."


Susan

Recommended Posts

Posted

Because 'hands in the air' means 'obviously reach into my backpack which requires me to pull it around for accessing and pull out a revolver to fire at someone'.


Also make the inventory screen disappear after a bit to prevent people running around with it open.

Posted

You do autofire on people you're aiming at who touch their backpacks if you have shoot people who do items turned on, if that matters. Also, I think it makes the backpack sound if you touch your backpack too.

Posted
You do autofire on people you're aiming at who touch their backpacks if you have shoot people who do items turned on, if that matters. Also, I think it makes the backpack sound if you touch your backpack too.

 

Yeah, but the backpack sound can be indistinct when you're among, say, a bunch of other people with backpacks/bags.

Posted

And also if you don't have your gun trained on them it is useless. The point is to give a visual cue when you're doing things, as it would be visible.

Posted

I'd like this, it'll work for both sides as nuke ops can tell when Officer Mcdickrambo is reaching into his bag for a carbine, or tell officers when Mcrobustlizzie is reaching into their belt for a pistol.

Posted

Alright, but what sort of visual could we have for a person reaching into their bag/belt? Maybe a text log that shows up if the player is being aimed at, and then reaches into their bag?

Posted

How about a text log in general?


Would prevent pre-mature ganks in general.


Dick Weasel pulls out a tank transfer valve out of his satchel.

Posted
How about a text log in general?


Would prevent pre-mature ganks in general.


Dick Weasel pulls out a tank transfer valve out of his satchel.

 

I think it should also depend on the size of the item, which adds more strategic viability to things like sleepypens and e-swords and small items, aside from the realism that it's not as hard to palm them.

Posted
Because 'hands in the air' means 'obviously reach into my backpack which requires me to pull it around for accessing and pull out a revolver to fire at someone'.


Also make the inventory screen disappear after a bit to prevent people running around with it open.

It all sounds good, as long as this only applies when you're trained on in hostage mode. As in, as soon as it's entered, then open belts/satchels are closed and the hostage-taker is alerted when you're rummaging.


Any other way and you just get spammed in big areas with "X is digging through their Y", or people get annoyed at constantly reopening their belts/packs.

 

How about a text log in general?


Would prevent pre-mature ganks in general.


Dick Weasel pulls out a tank transfer valve out of his satchel.

 

This, for example, would become the most god-awful annoying thing on earth/space. Especially for traitors sneaking out their little e-swords/revolvers/parapens, and Detectives/Officers sneaking out their little cameras/recorders/flashes.

Posted

Sounds good, but as has been pointed out, it could get annoying with a lot of people. So I'd suggest that the text only appear a percentage of the time based on what's being pulled out, with small things like sleepy pens and disks showing up uncommonly, and usually as a "something" rather than a specific object, and larger objects showing up more commonly. Recognizable weapons should always display text, as should any action taken by someone who's being aimed at.

Posted

Thought a bit more on it. I actually really dislike this because I'm a compulsive backpack checker. Sometimes I forget what's in my backpack and I want to take a look. and sometimes i click my backpack just because. And I don't want that to be announced to the world.


The backpack sound can be indistinct, yes, but aim at someone and you'll autofire when they go for it. Plus making your backpack disappear after a time is just making the interface inconvenient.


This seems like a thing that is going to be really annoying just to bandage an abstruse issue. Others will check their backpacks two hundred, three hundred times for every single instance someone reaches into their backpack because they're thinking about rambo-ing you. This is probably not the right solution. And the message won't stop them from jumping you, either. It just means the difference between reacting to a sprite on their character or a line of text in the game. And if you can react to a line, you can react to the sprite.


Don't think it's necessary.

Posted

All of these things are actually relatively simple to patch in.


One thing I would also like to pop up there is putting a range limit on a belt thing. Basically, it's a lot harder to see you reaching for your belt than it is for you rotating your torso, and getting grabby with your backpack.


Let's say, within a 4 tile radius, you see someone going for their belt, if the item is below w_class 3. If it's above w_class 3, you see them pulling it out whenever.


For rucks, at any range you see them going for it. Because, again, you basically twist your torso, or move your hands more.


Thoughts?

Posted

Man, the Bar is going to get /really/ annoying when more than 4 people are there. But as long as backpacks/belts don't have any annoying auto-close-over-time I've little to truly complain about.

×
×
  • Create New...