Talk:Movement:Bunnyhopping

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The speed cap conundrum -- Defrag

The two potential methods for solving the bunnyhop balance problem are as follows when the player is breaching the cap:

Fixed reduction in speed

When a player breaches the cap, a fixed value is deducted from the player's velocity. E.g. 20 units per jump, regardless of class and velocity.

Proportional speed reduction

When a player breaches the cap, a variable value is removed that is proportional to the player's speed in relation to the cap. E.g. if a player is breaching the cap, remove 10% of their velocity. For a medic doing 600 units per second when jumping, this would remove 60 units. The next jump would be at ~540 units, so remove 54 units. Repeat until the player is under the cap. Under this system, the faster you're going, the more speed you lose. Breaching the cap slightly would result in a smaller penalty, whereas being miles over the cap would quickly retard the player's velocity.