11-23-2021, 10:14 PM | #31 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Does teleport maintain intertia?
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11-24-2021, 04:49 AM | #32 |
Join Date: Nov 2015
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Re: Does teleport maintain intertia?
That's definitely "too much physics" for a game.
I think generally the answer is no, the teleporter arrives at the target location and simply joins the scene, no smashing into walls. Usually a teleporter has no issues going to or from a moving vehicle, and there are several examples of teleports breaking a fall. Of course, once you let them alter their inertia like that, there is the question of "what if they don't want to?" The easy answer is probably "link a crushing attack to your teleport" a more complex one would be to link a crushing attack that only deals knockback and see what happens with it. Not sure it's worth the trouble, and it makes the warp advantage even more expensive, can't think of hownitnwould work with Magic or other teleports not based on the Warp advantage. |
11-24-2021, 10:04 AM | #33 | |
Join Date: Jun 2006
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Re: Does teleport maintain intertia?
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-- MA Lloyd |
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11-24-2021, 04:27 PM | #34 | |
Join Date: Sep 2007
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Re: Does teleport maintain intertia?
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If you're not smart and empowered enough enough to do all the physics in your head to correctly cancel out your inertia relative to your destination, you're not smart and empowered enough to do all the physics to leave just the inertia you want to keep, either. However teleports work, it's not often a matter of conscious, detailed low-level control. |
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11-26-2021, 10:35 AM | #35 | ||
Join Date: Aug 2018
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Re: Does teleport maintain intertia?
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I'm thinking you could use speed/range table based on how many yards/second you want to change your arrival velocity. Quote:
a "target self only" crushing attack would be pretty cheap, the biggest downside is the minimum 3 FP cost of UAAD |
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