As I've said multiple times already, only a fast moving spindash would cause damage. A slow one or a charging one would have no effect, like what happens now.It would change how dropped rings would work. That's a core part of the game. You could simply start charging a spindash and seriously threaten anyone who tried to take your stuff.
Are you actually serious? This is a bullshit argument, because as it is you can already "know exactly how long temporary invincibilty lasts" in order to shoot someone the instant they become tangible again. This isn't any more abusive.If it was nullified when temporarily invincible, then it would simply be an important part of the game to know exactly how long temporary invincibility lasts so you could connect with them on exactly the frame when it wears off, so they have no chance to shoot you out of it.
By this logic, you must've had hundreds, nay, thousands of questions asking why Sonic can't shoot rings in single player mode. Fun thing, though, there's actually a console variable for this! Why not have one for melee attacks in match, then?This is exactly it. Players WOULD expect the jumping, gliding, and even Tails's flight to deal damage if the spindash did. In single player, all of those things deal damage and the afterimage trail makes no difference at all. Why would it be any different in multiplayer?
The spin trail is as good of a visual cue as any. You're free to think about another one if you so desire, but why look for something we already have?
I think you misunderstand me. Just like the weapon rings, I never intended for the players to have any real mass to them. Just like you can't bounce off red rings by firing more rings at them, players spinning into players shouldn't bounce off or anything. Either they both take damage, or they go through each other. Whichever works best.I spindash into you and you spindash into me. We should bounce. If I jump, do you bounce off me then as well? You did in SA2, which is the only example I can think of where players got to interact in that manner. How do you deal with clashes where players melee attack into each other?
Also, please stop using Sonic Adventure 2's versus battles in place of an argument. Jumping/thokking/gliding/yawning isn't supposed to damage players. Only spinning on the ground, and even then only when over a certain speed.
So... kind of how Match was "dramatically altered" from 1.09.4 to 2.0? Why is it that we can't just take the wheel and add a few touches without rebuilding the entire thing from scratch?What I'm trying to say is that more than just the character balance hinges on the fact that players can't attack each other without powerups or rings. That kind of change would dramatically alter the gameplay, not just provide a small addition in how the player could attack other players.
This is exactly what I mentioned earlier. You hit someone, and they start charging a spindash so they connect with you just as their invincible period is up. So what? You can counter it exactly the same way you do right now, by shooting a ring so it connects with them just as their invincible period is up.And what of just shooting them before they get close? Why haven't you refuted that point yet? It certaintly seems the more logical thing to do for me, considering just about anyone is restricted to a near-straight line when rolling or even thokking.
In the case the player has rings around him, it would always be a better choice to try and shoot back rather than start a spindash, since rings can be shot in the invincible period and the spin dash would have no effect. So, in essence, yes, the spin dash would be usable as a last measure, but it's so ridiculously easy countered that it's perfect for a humiliation-style bonus.
You could also just tint the whole screen with the color of the spin trail, hinting that the player is invincible. As the spin trail wears off, the screen returns to normal, signaling that the player is once again vulnerable.Just add a little Doomface icon on the HUD that shows your current sprite in frontal view. Bam.
And what, pray tell, was this sad individual doing? Just standing still, out in the open?By far, the most effective way to do this would be to thok at someone from outsider their viewpoint and spin directly into them. They would have very little time to hear the thok SFX, point at you and fire, and your accuracy is going to be pretty low if you miss. If you succeed, you'll have just pulled off a complete steal of all their items.
Do you have any idea how hard it would be to thok at and spin into a moving player in SRB2? I can most certainly assure you that in any such circumstance, you would much more easily be able to shoot the player instead of lining up perfectly to run him over. The only truth you do hold, is that players can do this with or without rings (though as you must also know, running around in SRB2 match with no rings is fairly close to comitting suicide).