Sadly, fake hearts are not going to fool anyone except utter newbies. Heart positions are fixed...
Somerunce wrote:Nothing of this will probably ever be a part of Teeworlds or any mod, and this is not anything official. Just for fun.
Even so, I appreciate it :-). Thanks. Do the players keep their momentum after swap, is it reset or also swapped ? I think it would be much more interesting if it swapped momentum of both players, so you could trick people with it. For example, to escape, jump away from your pursuer and hit him while in mid-air. He'll be flying away from you.
I wonder what happens if you use it while your grapple is attached to something. It could be quite amusing if your grapple remained attached in that spot. More potential that way.
But why not in mods ? If you've already implemented it, why not release the code for others to play with ?
I suppose it would be awesome in CTF maps (As long as its one-use). It could help to take the flag out of a heavily guarded spot, especially with the help of a teammate. It could be used in the opposite scenario, too - to stop flag carrier from escaping. For example
Red(flag) Blue(swap teleporter) Blue
*swap*
Blue Red(flag) Blue
Flag carrier gets ganged on...
One extra suggestion
I think it should be single use, but not use ammo if you miss. Otherwise I think it may be too punishing if you miss, and too unreliable. I guess this may depend on your point of view, others may see it as 'rewarding skill' ...
gordzo(...) wrote:The problem with Plasma Gun/Machinegun is the amount of ammo it would require. Right now all weapons have 10 ammo. This seems to be pretty standard. But having only 10 ammo for this weapon means you'd out of ammo in a jiffi after using it. Therefore you would need to think up a way to display how much ammo you have at the top left part of the screen, as the current system wouldn't work for this weapon.
You could make it fire bursts per ammo unit, for example 2 or 3 rounds per ammo unit. Even DooM did that with chaingun, they just displayed double your ammo number for some reason ;-).
gordzo(...) wrote:Swap Teleporter and a lot of the other powerups described would be simply inefficient, ineffective and therefore useless. Why would you use this weapon instead of a weapon which deals damage? I would safely assume that in 90% of situations, you would be much better off using another weapon, like the rifle or grenade launcher.
See above. If nothing else, it would be awesome in CTF. In CTF it would even be overpowered if it had more than 1 ammo. It would totally wrap the game around it unless it had 1 ammo.
Another scenario: someone is going for the katana (or any other weapon) and he's going to make it. Swap your position with him and use the katana yourself.
Just try to think about any situation where an enemy has better position than you.
Sure, it wouldn't be of much use in regular combat and certainly NOT as a main weapon. That's why I'm suggesting that it's a disposable, 1-use device. It's a situational tool. However, to keep it more fair, perhaps make it not use ammo if you miss ? I mean, just 1 ammo would make it very easy to waste.