View Full Version : Suggestion: Reduce damage to players standing in the supplier.

06-25-2012, 11:38 PM
I've figured a way to make players receive less damage when thay stand in the Suppliers without abusing it.

It consists on expanding the capabilities of the player's PlayerReplicationInfo (sgPRI in siege).

Adds 2 variables, no need to replicate, unless we use the on client machines:
float Protection;
bool bProtected;

When a player is killed and respawns, both Protection and bProtected are set to 100.0 and FALSE respectively.
When player enters the supplier's radius, bProtected is always TRUE, when player leaves it's FALSE.
The Protection value is decreased at a rate of 5 per second until it reaches 0.

Then, we go into the game actor (SiegeGI) and apply damage and momentum scaling if the player's sgPRI has bProtected=TRUE, being Protection=0 full damage and being Protection=100 no damage.

This way, when a player respawns, it will gain temporary protection as long as he/she stays on the supplier.
This protection will slowly fade out until reaching zero, which will take (20 / game speed scaling) seconds.
Another advantage is, that a recently spawned player will be impossible to boost out of Supplier while players that have supplied enough will be easier to boost away.

EDIT: If anyone hasn't figured out, what changes gameplay wise is:
Shoot a rocket into the Supplier, figure out who's been abusing it and who just spawned and needs it.
Prevent Supplier spammers and campers from killing players before they sucessfully supply.
Therefore, less bitching and laming.

06-26-2012, 12:54 AM
OR, you could make the regular supplier supply everyone who is standing in it, instead of just 1. Still having it as slow as molasses
would NOT change the need for a Super Supplier, and would make the startup much smoother.

As for the supplier spammers, there are several alternative's.
You can autoKick the player who spams into the supplier.
You can reverse the damage back onto the player shooting into the supplier.

But I do like your concept.

06-26-2012, 12:59 AM
Autokick? Idk man, if siege is similar in something with CTF is that attackers for example shoot the sup once to get in the core, which is the same with attackers spawnkilling a little bit so they can run the flag without much problems, but would be good to avoid those mongols that like getting killing sprees with bio

06-26-2012, 02:14 PM
no D:
im maps like clarion, bathrooms... the players will stay on sup and sniping the enemys on base lol
reduced damage + shp = god

06-26-2012, 02:16 PM
A distance limitation between the sup and the core can be added, this way attackers won't build suppliers near the enemy base in order to exploit this.

06-26-2012, 04:09 PM
Conditions to grant immunity should be:

1) Closest supplier to core.
2) Distance to core < 4096 units. (variable, should be configurable)
3) Distance to own core < distance to any enemy core.

This will make sure only one supplier grants protection, as long as it is within a considerable distance to the core and on the team's own map side.
Supplier protection can be handled with an external trigger, just like the new mine trigger (or WaterField trigger) works.

06-26-2012, 08:10 PM
how about maps like simplex... there's no way getting into the core with 10 ppl with weapons shooting at you at the same time

06-26-2012, 08:12 PM
Make the protection drain 3x faster if player standing in sup is firing.

06-26-2012, 08:22 PM
Make the protection drain 3x faster if player standing in sup is firing.

So basically, this is SpawnProtection for the Supplier. Or SupplierProtection. Why not make the protection cease when you shoot, just like the spawn protection. The actual definition of Siege is to cut of supplies for the enemy team, so this kinda goes against the nature of siege.