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[CANCELLED] Planned feature: Grappling hook
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- Gurt
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[CANCELLED] Planned feature: Grappling hook
Planned feature: Grappling hook
This is a stretch goal and might not appear in the finished game at all. But it's still a planned feature.
A grappling hook to allow you to freely swing around.
- A limited range weapon. The reach might be somewhat further than a flamethrower.
- Will probably occupy the handgun slot.
- Grabs on first dynamic or static object it collides with.
- You can swing around freely from the object you're attached to.
- Jumping while swinging detaches you. Similar when jumping from a ledge grab.
- Grabbing hold on light objects and items will make the items fly back to you. Shooting item crates will destroy the crate and make the containing item fly back to you.
- Grabbing a player holding any weapon will disarm it and make it fly back to you (cocked grenades/mines and molotovs will also fly back to you so be careful).
- Grabbing a player not holding a weapon will pull that player towards you.
This is a stretch goal and might not appear in the finished game at all. But it's still a planned feature.
A grappling hook to allow you to freely swing around.
- A limited range weapon. The reach might be somewhat further than a flamethrower.
- Will probably occupy the handgun slot.
- Grabs on first dynamic or static object it collides with.
- You can swing around freely from the object you're attached to.
- Jumping while swinging detaches you. Similar when jumping from a ledge grab.
- Grabbing hold on light objects and items will make the items fly back to you. Shooting item crates will destroy the crate and make the containing item fly back to you.
- Grabbing a player holding any weapon will disarm it and make it fly back to you (cocked grenades/mines and molotovs will also fly back to you so be careful).
- Grabbing a player not holding a weapon will pull that player towards you.
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What would happen if two grappling hooks hit each other? Would they both retract, or hook on to each other like a game of tug o war?
Last edited by KliPeH on Fri Jun 10, 2016 9:40 am, edited 1 time in total.
Reason: Fixed quad quoting.
Reason: Fixed quad quoting.
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- Elk
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I'd actually cream my pants if this was implemented. Would also make for some good PvP parkour options for dedicated content producers.
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I have an idea for grappling hooks... Maybe instead of throwing you could aim and fire so the hook would hook on what ever is in front... If it didnt stick it would slowly come back? I just want it to have melee too... like grabbing things etc Also if you move left right left right.. maybe you can use momentum to get you to places? :}
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What about if a player has hooked into something stable, you will be able to rather climb the rope(simular to ladders) or cut it. That would be cool if you for example need help, and you shoot a hook to the stable platform and your teammate goes down with the rope helping you. Or if a guy is too pro with the weapoon and keeps disarming people as hell, you can cut the rope when it's attached so the gun can't shoot anymore. Not too op anymore too.
How about if you grab someone with the hook and drop it while grabbed, the gun itself will fly into the enemy dealing high damage and knocking him over! But the disadwantage of this is that if the enemy survive he will have a perfectly fine hook for use.
How about if you grab someone with the hook and drop it while grabbed, the gun itself will fly into the enemy dealing high damage and knocking him over! But the disadwantage of this is that if the enemy survive he will have a perfectly fine hook for use.
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- Tom Th3 Assasin
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its going to be a pistol type gun for slot 1.it will have 3 hook ammo.
we can aim at wall and shoot a hook with rope.the hook attaches to the wall and when we press jump key we pulled at a fast speed towards the wall,and then drop down.
we can shoot the hook on the enemy,so it will be a less damage and the opponent will be stunned.and the hook-rope will be wasted and fall down.
it will do the same to barrels and boxes,crates and other obstecals .it will fall and wasted with the hit effect.
you can stay in the holding stance for about 4 secs,and then automatically pulled.
if the attached hook is hit by a shot it will be broken and you will fell down.
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If this could possibly benefit the devs or speculating players in anyway, I have a sort of idealized example of how the grappling hook should/could function:
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- Splinter
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Cool, but it could be like this too:TheOriginalCj wrote: ↑Tue Jul 18, 2017 12:17 amI have a sort of idealized example of how the grappling hook should/could function
The difference is that, in this case, it's an elastic hookshot. Notice how he gets pulled up by the elastic force. It would be useful to climb vertical walls, without needing a ceiling to shoot at.
PS: thank you Zyfex for the footage.
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- Hjarpe
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That is indeed the ideal, at least for me. Worms is a big influence on SFD, if that wasn't obvious.TheOriginalCj wrote: ↑Tue Jul 18, 2017 12:17 amIf this could possibly benefit the devs or speculating players in anyway, I have a sort of idealized example of how the grappling hook should/could function:
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I'd say that it should not allow you to jump while still standing in the air. I mean, it wouldn't be realistic, and realism is clearly a main point in SFD;Splinter wrote: ↑Tue Jul 18, 2017 3:37 amCool, but it could be like this too:TheOriginalCj wrote: ↑Tue Jul 18, 2017 12:17 amI have a sort of idealized example of how the grappling hook should/could function
The difference is that, in this case, it's an elastic hookshot. Notice how he gets pulled up by the elastic force. It would be useful to climb vertical walls, without needing a ceiling to shoot at.
PS: thank you Zyfex for the footage.
Instead, I'd suggest to allow a jump after reaching the actual harpoon, to allow you to jump over the ledge of a vertical wall, or similar.
To make it simple, imagine that attached to the harpoon there's a LedgeGrab marker.
Also, how do the devs imagine the "trajectory" of the hook to be? Literally a straight line -like in worms,for example- , or with a more realistic "arch" trajectory?
Also, what if there was a way to "slowly release" the harpoon,without dropping it? To allow some good ol' dangling from a cieling for various tacticool effects. Imagine shooting while dangling, to have a more dramatic scene, if needed.
I must say,for how I'm imagining, the hook is more of a utility object, to allow free movement in some situations, while I think the devs imagined it more like a sort of weapon, especially since the short range they suggest.
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- Splinter
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He doesn't jump mid-air in that gif, he just gets pulled up by the elastic force. But, since Hjarpe imagines the grappling hook to be more like worms (not elastic), I like your idea of allowing to jump up or off the wall, like a ledge grab. I thought of an elastic hook because it would allow players to climb big vertical walls without needing a ceiling to shoot at. But, a small jump like you suggested works too.Del Poncho wrote: ↑Tue Jul 18, 2017 10:15 pmI'd say that it should not allow you to jump while still standing in the air. I mean, it wouldn't be realistic, and realism is clearly a main point in SFD;
Instead, I'd suggest to allow a jump after reaching the actual harpoon, to allow you to jump over the ledge of a vertical wall, or similar.
To make it simple, imagine that attached to the harpoon there's a LedgeGrab marker.
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- Hjarpe
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I've actually imagined it to work much like Worms, but with the ability to jump off at any time, just like you can jump off ladders. That would let you climb over vertical walls as long as the hook hit the wall relatively near the top. But the elasticity looks interesting too, I'm not against trying something like that.Splinter wrote: ↑Wed Jul 19, 2017 12:51 amHe doesn't jump mid-air in that gif, he just gets pulled up by the elastic force. But, since Hjarpe imagines the grappling hook to be more like worms (not elastic), I like your idea of allowing to jump up or off the wall, like a ledge grab. I thought of an elastic hook because it would allow players to climb big vertical walls without needing a ceiling to shoot at. But, a small jump like you suggested works too.Del Poncho wrote: ↑Tue Jul 18, 2017 10:15 pmI'd say that it should not allow you to jump while still standing in the air. I mean, it wouldn't be realistic, and realism is clearly a main point in SFD;
Instead, I'd suggest to allow a jump after reaching the actual harpoon, to allow you to jump over the ledge of a vertical wall, or similar.
To make it simple, imagine that attached to the harpoon there's a LedgeGrab marker.
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By elasticity we mean that the rope of the hook can eventually bend in case something gets in the way? So that it acts like a real rope with physics, instead of just going in a straight line?
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The risk I took was caluclated, but man.....am I bad at math.
I mean if we're considering that chandeliers and other tethered objects in game right now don't have physics for the rope / chain I doubt it, though that may change. On another note, if you hook a player and pull him towards you, would you be pulled as well? And either way would you be able to use this very in an aggressive manner by doing something like hit them out of the air and make them take full fall damage, or pull somebody off a ledge to melee combo them, or would it be more utility focused and hooking a player would be more to get them out of position than to kill?
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