04-04-2017, 04:37 PM
(04-04-2017, 01:18 PM)TJ1524 Wrote: The problem with this is that in the Spyro games, either Spyro accelerates or the thief decelerates when you're going fast enough. In TTT, you're stuck at a fixed mobility for that round so you would never be able to catch him, unless you changed how the thief worked.He could have normal he could have speed of a swift or something and if he goes in a pattern and you eventually figure it out you will just have to stand and wait for him in the pattern spot and thats why I said he shouldnt be in the path woth a prop in the way
Also, what about maps like Crummy cradle with the blowing vent? What about Rooftops when someone breaks the platform in its path? Seems way too time sensitive to code all of these things for something minor. Also teleporting is a big no no if you're trying to make it fair to catch him. Imagine black mesa east with this ladder. Not only that, but you would have to create pathfinding for every map, multiple routes and try to make people not collide with each other if there are multiple thiefs in one path (It's client side, but the paths would be universal). This is assuming that i'm thinking this is the only way to make it so it doesn't go out of bounds. This is just too extreme for how minor the event is.
Not only that, but what if people put props in your way, or props are naturally in the way. People will yell at each other and that isn't fun. At least with cogs, its more about finding them in a static place.