team-damage exists because it’s natural. the option to disable team-damage exists as a stupid hack to prevent players from having to concentrate on teammates too, ie., to allow playing a less serious game.
srsrly, reevaluating certain natural gameplay details to accommodate faggots ? what’s next ? removing the base food values from players (ie., nakeds/dretches to be worth 0), to accommodate feeders ? u’ve gotta be kidding me.
obviously, the game induces a sense entertainment through, among other things, somewhat immersive design.1 in this, it would sound stupid to try to explain why „human bullets/explosives deal no damage to humans” the same way u could explain why „aliens use evolution points to evolve”.
1 i’m not going to (re)explain what immersion in game design means.
couldn’t u make it so if u bleed a structure/player the amount of health u make them lose u lose half of that hp or something idk, it would deter ppl away from doing dis shit u kno?
I find your term “natural” to be arbitrary and vague in the same game where a jetpack has infinite ammo. It doesn’t matter if a gameplay element is “natural”, it matters if its worth keeping, changing or removing for [REASONS].
Yes, we have gotten to this point (sadly). However, so far in this thread, changing TK is left to being a discussion rather than an intent to change.
[REASONS] include immersiveness, or „naturality” of gamelogic effects based on the depicted graphics/sounds — if it looks like a bullet, sounds like a bullet, and smells like a bullet, then it must be a bullet, which hurts humanasses.
It could be a pillow, which can be comfortable to sit on as a human, but suffocates aliens. But if we are talking about realism of bullets, when someone gets shot irl, often times they get seriously injured or killed from just one bullet, and not equivalent to 5 damage points, But, not getting any damage at all from bullets would be more obviously out of place.
Explain Jetpacks with infinite gas, bunny hopping, weapons that float on their own, grenades that fall like jello and don’t beep before explosion, nuclear-powered laser snipers that lack scopes, turrets with infinite ammo (why can’t we just carry turrets as guns), the need to buy credits at all during an alien scourge and mauraders that can double-jump off walls gaining velocity despite looking like spiders.
Theres plenty of shit in Tremulous that doesn’t make any fucking sense and wouldn’t be simple for anyone to understand “naturally” had they played the game for the first time. Your term is bullshit and arbitrary and shouldn’t be used as a [REASON].
so a bullet made out of depleted pillowium. whatever, anything travelling at the speed of ~∞ is a ~railgun.
sometimes, not everything can be 100% realistic, natural, or immersive. in such cases, there is ground for approximation (eg., there is a build system, but no visual notion of buildable resources travelling (could use some improvement here)), preferrably where there is sort of an unfalsifiable argument (eg., humans don’t respawn, it’s just that a new humans happen to arrive at the battle scene at particular times).
perhaps it has so much fuel (eg., for hours) that it hardly matters. the kind of fuel may be futuristic. it is not so arbitrary to assume a compound that is usable as jet fuel (gives a reasonable sufficient boost), but can burn only slowly (so can’t blow the whole map up).
despite such an explanation, i do not support (near-)infinite fuel in the game.
no explanation required.
strafe-jumping:
well, boop.
wat ?
PROBLEM ? (everything falls roughly the same.)
grenades bounce like jello:
PROBLEM ?
PROBLEM ?
TODO: add scopes.
plenty of ammo (most is underground (this makes sense if the buildable isn’t edge-stacked, but that’s a different issue)).
too heavy ?
how do u buy credits ?
marauders look more like random aliens than spiders to me.