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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001010 | Zandronum | [All Projects] Suggestion | public | 2012-09-04 00:49 | 2012-09-05 17:48 | ||||
Reporter | jwaffe | ||||||||
Assigned To | |||||||||
Priority | none | Severity | feature | Reproducibility | N/A | ||||
Status | closed | Resolution | no change required | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 1.0 | ||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0001010: Option to have respawn invulnerability removed at first shot taken | ||||||||
Description | I was thinking that it could be useful to have a version of respawn invulnerability that is removed if the player shoots. I consider respawn invulnerability only good for gameplay during the time between spawn and getting a decent weapon -- if the newly spawned player starts firing it's not really needed anymore. This would still be a timed effect, it would be disabled after the respawn invulnerability time is up (I recall it's 2 seconds) or when a player fires his/her weapon, whichever comes first. This stops the rather unfair kill from getting spawned in front of a rocket or BFG tracer while not creating a scenario where the player can charge at an enemy and attack while taking no damage at all, in a surprise attack their opponent can't really stop. | ||||||||
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Qent (updater) 2012-09-04 04:41 |
Why would you want this instead of the current system where your spawn invulnerability turns off as soon as you raise a powerful weapon? IMHO it's worse: respawning players would have 4 or 5 seconds to find a SSG, aim, and fire for a free frag before anyone can even touch them. In the case that this might be useful, you could do it in ACS as Konda already has:'http://zandronum.com/forum/showthread.php?tid=934 [^]' |
ZzZombo (reporter) 2012-09-04 07:16 |
What you requested is already implemented in the game, shame you don't know that. Although most servers don't have respawn invulnerability tuned on. |
jwaffe (reporter) 2012-09-04 15:34 |
You are correct, this is already in the game in a better way than I suggested. I apologize for the mistake, I am surprised I never noticed that the invulnerability disappeared when switching weapons. You may close / delete this feature suggestion. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | Combinebobnt |
Opponents: | Qent ZzZombo |
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Date Modified | Username | Field | Change |
2012-09-04 00:49 | jwaffe | New Issue | |
2012-09-04 04:41 | Qent | Note Added: 0004585 | |
2012-09-04 07:16 | ZzZombo | Note Added: 0004587 | |
2012-09-04 15:34 | jwaffe | Note Added: 0004589 | |
2012-09-05 17:48 | Torr Samaho | Status | new => closed |
2012-09-05 17:48 | Torr Samaho | Resolution | open => no change required |
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