Flightpacks/Advanced Jetpacks
Posted: Sat Oct 01, 2016 12:54 am
tl;dr Technological equivalent to wings, with gimmicky physics features.
Now since I'm shit at writing.
Flightpacks.
They allow flight.
As in, flying over tables, flying over low to the ground mobs (maybe maybe not), flying over chasms, flying into walls, etc.
Requires flightsuit to work, and boots too. Both are connected to the flight suit and toggled by action button, as well as a helmet.
The suit and helmet are standard hardsuits with a blue paintjob, basiclly. Both the suit and boots have to be on you for the flightpack to work. This is mostly because the boots are what tracks movement for "physics".
When toggled on, the flightpack, helmet, and boots are nodrop. To remove them from the user, just yank their suit off.
Suit requires to be locked before usage.
Same thing with boots.
Flightpacks don't work unless you do that. Mostly for mob movement tracking and keeping track who's wearing it.
Now, the interesting mechanics.
When you move in a certain direction, two variables used to keep track of x and y movement momentum increases in that direction. East is negative, West is positive, North is positive, South is negative. Basicly, same direction coordinates work.
When you have movement momentum the code "calculates" how much speed you should have from that
After that you are forced in move in that direction at that speed. Checks will be in the code to ensure that doesn't add MORE momentum resulting in an infinite loop.
Momentum passively decays each time your mob moves. However, the suit checks for atmospheric pressure, gravity, and stabilizers to add additional amounts to reduce your momentum by. This is for both for balance and usability.
Suit has toggleable stabilizers that make your momentum go down very fast if they are on, in fact, enough to just barely keep you from drifting at all.
The suit's speed when not flying is slightly slower then runspeed with a slowdown 1 or slowdown 0.5 addition. When flying it doesn't slow you down so it's just default runspeed, plus unaffected by normal slowdown items as you're flying.
However, there is a way to fly faster. Make your momentum higher then 0 and you will start DRIFTING from it. Have a high enough momentum and your movement speed is in effect, multiplied, as it processes each time you move.
The suit has toggleable boosters that makes your momentum gain increase by a large amount per step.
At a certain speed threshold, you are able to crash into solid objects. Do that and you get stunned and some very minor brute damage, or maybe medium, depending on feedback.
At another speed threshold, you will be able to crash into mobs. Doing so will stun you and give you and them minor brute damage, while sending them flying in the direction you crashed into them with.
When you are stunned, the suit automatically is forced to shut off. If your momentum is over a certain low threshold, you will bleed it off by randomly flying around and crashing in random directions.
It is planned to be able to be made in robotics for a price slightly less then the average mech.
As for who will code/sprite this, I already have all the sprites I need and it's nearly working as a code prototype.
Now since I'm shit at writing.
Flightpacks.
They allow flight.
As in, flying over tables, flying over low to the ground mobs (maybe maybe not), flying over chasms, flying into walls, etc.
Requires flightsuit to work, and boots too. Both are connected to the flight suit and toggled by action button, as well as a helmet.
The suit and helmet are standard hardsuits with a blue paintjob, basiclly. Both the suit and boots have to be on you for the flightpack to work. This is mostly because the boots are what tracks movement for "physics".
When toggled on, the flightpack, helmet, and boots are nodrop. To remove them from the user, just yank their suit off.
Suit requires to be locked before usage.
Same thing with boots.
Flightpacks don't work unless you do that. Mostly for mob movement tracking and keeping track who's wearing it.
Now, the interesting mechanics.
When you move in a certain direction, two variables used to keep track of x and y movement momentum increases in that direction. East is negative, West is positive, North is positive, South is negative. Basicly, same direction coordinates work.
When you have movement momentum the code "calculates" how much speed you should have from that
After that you are forced in move in that direction at that speed. Checks will be in the code to ensure that doesn't add MORE momentum resulting in an infinite loop.
Momentum passively decays each time your mob moves. However, the suit checks for atmospheric pressure, gravity, and stabilizers to add additional amounts to reduce your momentum by. This is for both for balance and usability.
Suit has toggleable stabilizers that make your momentum go down very fast if they are on, in fact, enough to just barely keep you from drifting at all.
The suit's speed when not flying is slightly slower then runspeed with a slowdown 1 or slowdown 0.5 addition. When flying it doesn't slow you down so it's just default runspeed, plus unaffected by normal slowdown items as you're flying.
However, there is a way to fly faster. Make your momentum higher then 0 and you will start DRIFTING from it. Have a high enough momentum and your movement speed is in effect, multiplied, as it processes each time you move.
The suit has toggleable boosters that makes your momentum gain increase by a large amount per step.
At a certain speed threshold, you are able to crash into solid objects. Do that and you get stunned and some very minor brute damage, or maybe medium, depending on feedback.
At another speed threshold, you will be able to crash into mobs. Doing so will stun you and give you and them minor brute damage, while sending them flying in the direction you crashed into them with.
When you are stunned, the suit automatically is forced to shut off. If your momentum is over a certain low threshold, you will bleed it off by randomly flying around and crashing in random directions.
It is planned to be able to be made in robotics for a price slightly less then the average mech.
As for who will code/sprite this, I already have all the sprites I need and it's nearly working as a code prototype.