As the one who originally made that model when Drummer and them were around I'd be willing to update it... it does look god damned awful.
If fall damage caps out at 10 like lazybum says... Then surely "stairs/ladders/terrain" doesn't matter much anyway? Since that is not going to 1 shot you at max. hp All a parachute does then, is stop you taking 10 damage, and increase your fall time, so you can move a bit further and the enemy have longer to shoot you.
Can we just limit the parachute to 1 per life? YOu spawn with it. You use it on a small drop, ha... stupid decision. Also, a remodel would be good. Make it look like a backpack? Perhaps they spawn with it on and then it goes away when they use it?
Or opt for mp_falldamage 1 and catch up to pretty much every single big-time FPS (and most if not all small-time ones as well).
i dont understand why you posted this topic since parachute is not an official plugin? you should go talk to the server owners or post in their easily accessible forums and close this topic, since this is for official empires matters only
sure - its just that the 10dmg are attributed to mp_falldamage_amount 10 (with mp_falldamage set to 0) and not magically capped somewhere in code. it was unclear i admit.
While I won't disagree that many fps games have lethal fall damage, many of them don't have such high distances that empires does so it rarely is an inconvenience or even comes up, or they give loads of way to jump where ever anyway, like battlefield and infinite parachutes. I don't there is fall damage in titanfall either now that I think about it(at least I never died from it), but even if there was you have a double jump(could be why I didn't die). Empires with its big maps if you have to foot it for a minute to get somewhere and having to take an extra 30 seconds to get there because you can't simply drop really sucks. It's just tediously annoying. When it comes to going up only one way but falling where ever yeah you have a point, but I would say I rather a more free form system so people aren't so limited in how they want to get there. It's one of the bigger things I like about titanfall or even the division, if you want to get somewhere you had many options of actually getting there. Empires isn't actually too bad in this regard, but it can be tedious to have to run around something to get where you need to be. Like I said I wouldn't mind lethal fall damage, but something like parachutes should stay if that's the case.
Could we once and for all decide if the argument other big games do it too is a good argument or a bad argument? Cause people just use it for everything now
That's actually an illusion, it's pretty much just me doing that over and over again. To return to the topic, I've been racking my brain for a while now trying to find examples of where fall damage actually comes to play in a big (as in fatal) manner, and I'm not finding too many examples. There's the never played arid and its massive canyon, and there's cyclopean's city and northwestern area, and that's where I'm out of ideas. I'm positive I'm missing some examples, but this doesn't seem like too big a deal overall. EDIT: Ah yes, jumping off Midbridge and jumping off the mvalley dam. Widely unused moves.
Do you remember the XP system thread, I remember the xp system thread Do you remember the mines insta killing thread, I remember it
I don't remember an XP system thread, but: Yes I do remember the mine thread. And that wasn't even an extensive dig, there's at least one more post in a similar vein I made. That being said, I'm sure other people occasionally state something similar too, but I'm convinced I'm responsible for the apparent overuse of the argument.
https://forums.empiresmod.com/index.php?threads/xp-system.20653/ this thread is full of it, and others aswel. Dont give yourself too much credit for using it.
If spanning two~ months' worth of time consitutes "now", then I admit that you are correct. And to answer your question, other games do things in a certain way for a reason, the trick here is to pick and choose what will work for us and what will not.
There's a lot more then that, several spots on plunge, tower thing on rage, pretty sure jumping down on streets is lethal, half the nf spawns on escort. Escort is hell to play if there's no cap to fall damage. I mean there's many places, but the real deal is just like the mine argument, you are rarely running around full health so it's very easy to die even if it's only 50 points of damage which there's way more places for. Alright, so some of these places aren't as bad as I thought, the damage is around 25-35 on a lot of it. I probably feel like it's more just because of bullets pushing me off the edge and then dying to fall damage. It is amazing how fast it goes from "ow" to dead though.
If we consider custom maps, then there's certainly even more examples to be brought up. Temple, for one. Glacial, for two. That's true. On SOF you can definitely kill yourself if you jump from the top of a support of the bridge. The real question is, why would you jump from the most exposed point of said bridge in the first place? Escort's hell even right now, fall damage would only do so much to make it worse - the first and second last flag would require a little more acrobatics to get down safely, but at the end of the day there's still a relentless tide of tanks coming in at you, which is the actual reason for this hell. The differentiating factor between falling and mines is that you can work around the problem much more easily when in the safety of being behind the frontline by choosing a different path (assuming coordinating for some heals is too hard, which I guess we are since reviving solves the mine problem quite well too) with a minimal change to the time it takes to get to your goal. On the other hand, while in combat, it limits your escape possibilities since you can't just "abandon ship" and seek luck elsewhere (not that it's a particularly good or safe idea most times anyways).
Having read about 10% of this thread I think you guys are looking at it the wrong way. The problem is not "to parachute or not to parachute". The problem is how you implement the parachute mechanic, right now it's so poorly implemented it's closer to a hang glider. If you were to have a parachute with actual deploy time, that does not stop you instantly, single use with full fall damage, maybe even make it a research. Then and only then would a parachute be acceptable. Until then, rename the awful thing to hang glider, and enjoy surfing across glacial in half a second. And good luck trying to get Creeper to remove anything that goes against people's stupid will make them cry like the idiots spoiled children they are.