
A realistic sidescroller?! There can always be special maps where you must be in the light, eat or sleep but in generell these things would be damn annoying. I disliked the fall dmg in EKE and it ruined the harpune/grappler a bit.

"Why?" was supposed to motivate to spend more time on that idea. I might actually see some reason for this in settlement scenarios. Building elevators and ladders to safely climb down somewhere could fit in there, but that would make every interesting landscape even more of a obstacle. We already have means to do so by using acid or lava or pitting hostile animals there or whatnot. It's basically the same as with what I said about diving and breath - it's not some "prince of persia" game where moving itself is the whole game. Making moving more dangerous makes everything else - which requires moving - more tedious. Also, arena-melees would have to be redesigned, or you'd have those annoying "ring out"-deaths everywhere. And don't even think about making this an option >:(


Just as a reminder of how annoying that can be: How many times did you jump to take off your base flag in Clonk Rage, just to notice that you can't collect it in this scenario for no obvious reason at all? How many times did you start by building an elevator, just to realise that you'd need a wind generator as well? How many scenarios just carelessly enforced building materials, while you had enough money and stock to just buy it all anyways?

If anything, I'd say either fall damage is added to all scenarios and we add an extra object like a helmet to allow catapult shots. Scenarios that can't go with fall damage would give the helmet permanently to all Clonks. Alternatively, rules could be displayed more prominently. E.g. besides the goals at the beginning of the scenario similar to how it's done with mods in osu!

I still fear that cutting further into the nimbleness of the clonk might harm the overall control feeling, but if you insist, go ahead and implement it in a branch. Especially the threshold for taking damage and the damage factor will be really finnicky to figure out, else, you'd be taking fall damage left and right in dynamic maps where you don't "know" the safe drops.

If you just make changes out of the blue then usually many people are intuitively against it because it "change is bad", etc.

>I can already see me checking the rules menu at the start of every new scenario. You'd need to know what rules affect the fundamentals of gameplay.
Just as note, has nothing to do with the topic and is no argument for or against something.
How about making rules clear without the need to check them? They could be displayed while loading (best!) OR: In the lobby. OR at the begin of the scenario in some corner.
[Edit]
Gnah, should have read a few more postings.., anyway I support showing rules more clearly!
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