The only thing I've heard some complain about recently is that the current physics are too FAST not the opposite. And you're only making them faster?? 
Do you play a lot of competitive games? It doesn't seem like you do, because this above idea completely breaks the concept of map control. With that much health right from the start it'll be so much easier for a player to just run straight after the opponent they got fragged by, rack some (lots of) damage before said opponent gets a chance to stack up again. This'll turn the match into an uninteresting turn-based fragfest, lacking the most important element in duels/tdm in Quake based games: map control.

Heard about paragraphing? :p
Yup, I actually suggested something like this to be implemented... That at low speeds, strafe keys would work mostly like in Nexuiz physics, and when you go faster (just over the walking speeds) it'll gradually fade towards working like it does now. Guess it's too late now to change this, though.

(12-30-2010, 07:37 AM)Lee_Stricklin Wrote: spawn with 200
Do you play a lot of competitive games? It doesn't seem like you do, because this above idea completely breaks the concept of map control. With that much health right from the start it'll be so much easier for a player to just run straight after the opponent they got fragged by, rack some (lots of) damage before said opponent gets a chance to stack up again. This'll turn the match into an uninteresting turn-based fragfest, lacking the most important element in duels/tdm in Quake based games: map control.
(12-30-2010, 07:37 AM)Lee_Stricklin Wrote: CTF-GoWhat is that?

(12-30-2010, 07:37 AM)Lee_Stricklin Wrote: Damn that was a long post.
Heard about paragraphing? :p
(12-30-2010, 08:10 AM)lda17h Wrote: The only thing that irks me: At low horizontal speeds i would really like to have more sideways air control. So when dropping onto jumppads you don't have to go all curvy. The physics is great at higher horizontal speeds..
Yup, I actually suggested something like this to be implemented... That at low speeds, strafe keys would work mostly like in Nexuiz physics, and when you go faster (just over the walking speeds) it'll gradually fade towards working like it does now. Guess it's too late now to change this, though.
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