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Paintinator Poll

Archive: 22 posts


I am making a level that encourages tactical use of the paintinator instead of button mashing, and i want to ask you guys: would you be interested in a level that makes good use of a limited paintinator supply and encourages you to conserve paint shots and not spray them at everything in sight?2010-02-01 04:25:00

Author:
RCIX
Posts: 250


Personally, I'm not a big fan of ammo restrictions on the paintinator. Maybe your level will be the one to convince me otherwise!2010-02-01 04:32:00

Author:
mrsupercomputer
Posts: 1335


I'm not a big fan of the limited ammo if it's ridiculous low, mostly just because the paintinator is not easy to aim, and it has some built in movement with every shot. If I don't tough the analog sticks and shoot twice, they don't hit the same place.

Also, a level like this would be really slow, with me taking my time to hit the targets and getting frustrated when I don't. Plus it takes away the most fun part of the paintinator, spraying your friends until their costumes disappear!

Edit: Me and Mr. SC used the same phrase! *swoons*
2010-02-01 04:32:00

Author:
thekevinexpress
Posts: 256


Well, that "inaccuracy" you're seeing is actually the Paintinator firing from either above it's nozzle, below it's nozzle, or at it's nozzle. It does have it's accuracy problems but it does a pretty good job of hitting stuff now and then! My main goal though is to open up new avenues for exploration with the paintinator, and it doesn't have to be all "pewpew".

Also, you don't have to hold the stick to aim so you can point; you can let go of the stick and it will aim in the last direction you pointed; remember that
2010-02-01 04:55:00

Author:
RCIX
Posts: 250


I think this is a really bad idea. I hate it with a passion when I play a level where the creator has used limited ammo. It's just totally frustrating and unnecessary and I would never play that level again.2010-02-01 10:25:00

Author:
mistervista
Posts: 2210


Simply have some kind of penalty for players firing at the targets tehy are not suppost to fire at. Like death if they fire at a civillian 5 times or more =P2010-02-01 11:02:00

Author:
Unknown User


I think this is a good idea. If you can incorporate the paintanator in unique and never-seen-before ways it could be brilliant. It wont be to everyone's tastes (especially little kiddies) but personally I think you should go for it. 2010-02-01 16:42:00

Author:
theamilien
Posts: 485


Not a fan of running out of ammo. Like was said earlier, the paintinator is a bit unpredictable in its aim. Plus when you run out of ammo, then what? Do you get stuck in the level? Do you have to force your own death just to get more bullets?

I've yet to see anything positive come from limiting paint ammo. By all means, make the targets harder to hit/kill if you want to encourage tactical application of the paintgun, but I don't think ammo is the solution.
2010-02-01 17:31:00

Author:
Thegide
Posts: 1465


I suppose it all depends on the game. For instance, with CompherMC's new Brain Chain 2 it's crucial to the game that you only have a certain amount of ammo. So, I guess I would need to see the application to have an opinion. But in general.... I would rather have unlimited.2010-02-01 18:26:00

Author:
CCubbage
Posts: 4430


I havent seen a good use of the limited ammo function

and to TheGide, you can regain ammo by running through a paintinator enhancement again

slightly off topic, but have you noticed using a sticker and L1/R1 to turn whilst holding a paintinator, the gun doesnt turn? weird also, the gun can reuse stickers from sackboys face xD (thought you'd like to know some random paintinator facts)
2010-02-01 18:34:00

Author:
Matimoo
Posts: 1027


You'll be able to just run back to the refill station to grab more shots, but in general it's just less dangerous and easier in my level if you slow down, take the time, and don't rush through things.

@MisterVista: I bet i'll be changing your mind about more than a few things by the time this series is done, i'll certainly try
2010-02-01 21:36:00

Author:
RCIX
Posts: 250


I'm pretty sure one of ladylyn's bosses has limited ammo and it genuinely adds an extra dimension to the fight. Getting more ammo is dangerous, so you use it wisely or you run the risk of more danger. I've also seen a concept level minigame recently, that I probably can't talk about, which uses lmited ammo in a fantastic way.

If you believe in the concept, go for it. Or at least mock something up and get people to try it out to see how well it works (but if you are gonna do that, probs best to actually finish it off )
2010-02-01 21:55:00

Author:
rtm223
Posts: 6497


I like Paintinator levels as long as you use it most of the level. I hate it when levels just put the Paintinator in one section.2010-02-01 21:57:00

Author:
Babkockdood
Posts: 26


@rtm: a good chunk of the level's been made so i'm not going back on the concept, especially seeing as that the balance is actually slightly in favor of having limited ammo (only slightly because i voted in it just so i could see the results all the time)

@Babkockdood: Yep, a good chunk of the level uses it, in fact it's standard issue with every checkpoint!
2010-02-01 22:09:00

Author:
RCIX
Posts: 250


Well to me, if you can just run back and get more ammo. Than why make it limited? I would just get tired of running back for more ammo.2010-02-02 01:13:00

Author:
smasher
Posts: 641


Because you wouldn't have to (as much) if you actually slowed down! 2010-02-02 03:09:00

Author:
RCIX
Posts: 250


You can take it slow and still get tired of running back and fourth. See, the problem I have with the paintinator is that I have to take a few shots to get it dialed in. I guess it depends on how accurate you'd have to be with it. I'm not saying I wouldn't like your level. I'm just saying it depends on how you make your level. Will it be fun? Or will it be tedious? It could make all the difference in the world.2010-02-02 20:39:00

Author:
smasher
Posts: 641


I am trying to primarily make the level so that if you just spam shots, you'll either:
* run out of shots far too fast, and have to get another set, or
* get a face-full of plasma because you didn't carefully plan your shots

But the targets in general aren't too hard to hit, it's more of your timing and execution that matters.
2010-02-03 06:23:00

Author:
RCIX
Posts: 250


I wanted to make the paintinators in Free At Last limited ammo to make the sentries more of a survival horror threat, but anyone I tested with, would just fire madly til it clicks before even finding anything to shoot... and alot of the interaction with the environment depended on shooting levers or buttons multiple times and probably missing alot. With that as the basic concept, it probably could have been implemented fine.

I remember that was a silent hill 2 tribute level that was spotlighted which used limited ammo very well.
2010-02-03 07:17:00

Author:
Unknown User


It could be cool if implemented in a good way. Like Brain Chain 2, by CompherMC, there's a target you have to shoot that gives you bonus points, you only get 5 shots per reload.

If the level is designed around limited paintinator ammo, then it can definitely be fun. But if it's just a normally made level, then you tack-on limited ammo it'll just be annoying.
2010-02-04 06:55:00

Author:
TripleTremelo
Posts: 490


My level 'Fade' made people use the paintinator carefully.

You have to carefully shoot away blocks of dissolve to make a pathway from platform to platform and reckless shooting means you fail and have to start the level again.
2010-02-04 16:30:00

Author:
Shermzor
Posts: 1330


I'll try it then, sounds interesting!2010-02-04 22:38:00

Author:
RCIX
Posts: 250


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