Board Thread:Suggestions/@comment-26141477-20190124021813

NOTE: I haven't seen any suggestions with the same kind of idea in mind. If there is a thread already made similar to this that I have not heard about, I will credit them in this post if it's brought to my attention.

Don't you hate it when you're playing something like FFA when out of the blue someone throws a grenade at you but misses? It happens sometimes, but the kicker is that not only did it just deal 1 damage to you because of how far it was from you, it still stunned you for the full duration of the explosion trip put in the game.

It's just a nuisance how you are forced to play around this one sided mechanic that even affects you when you have forcefield or you happen to get stunned by a digger after you kill it, falling to your death.

[I want to propose a possible rework of this mechanic that will possibly make the stun mechanic less of an inconvenience and something that everyone MIGHT be happy about. ]

+ How I imagine Trip Depth will work:

Let's say for example, someone throws a steil at you. They miss you by a fair enough distance, however since the explosion hit you at the edge upon impact, you are stunned.

- In CURRENT R2DA: You will be stunned the full duration that the explosion trip lasts.

+ In the REWORKED Trip Mechanic: Your stun duration will be reduced depending on the distance you were from the intial explosion. In this case, let's say since it was at the edge of the explosion impact, your stun duration will be reduced by 90% and you will get back up very quickly.

Same can apply with stunning yourself with explosions from afar like accidentally shooting your RPG to close, throwing a grenade and you are a few studs in the explosion distance, you get the idea.

Another example: A brute or ticker in someway stuns you and you are tripped. You are at the center of the brute impact and nowhere close to the ticker's rush explosion.

+ With the REWORKED Trip Mechanic: The brute stun will last the full duration because you were standing very close to the brute. Because you were still range of the ticker stun, you will be tripped. Since you weren't as close to the explosion, your stun is reduced signifcantly (or you aren't tripped at all because of how insignificant the trip duration would be)

TL;DR: Explosives that trip you will have a depth in which will affect how long you are stunned. The closer you are, the longer you are stunned. The farther you are, the less time you are stunned. The proposed mechanic will have an impact on explosive weapons, items, mobs, anything that trips you with explosions. 