Planned Alterations for Nino's Unnamed Mod

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Meanstreak(BNino)
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Post by Meanstreak(BNino) »

Kothar wrote:I was thinking it would shoot any grenade in the inventory.
Yes, it fires LAM, gas and EMP grenades.

I am hoping to keep the assault shotgun able to use Sabot easily, but if the nade swapping creates too much of an issue, I think that simply making the shotgun unable to load Sabot and reserving the Sabot only for the Sawed-Off would work fine, even balance it better.

Everyone don't forget when you're considering these changes that YOU WILL SPAWN UNTRAINED. You won't stay there for long but you will. For some this makes melee players even deadlier at the beginning because it would almost be easier to run up and whack a guy with a crowbar rather than waiting for your crosshairs to gather.
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Post by ~[FGS]Próphèt~ »

Thanks for all the input man.
Np, I'd realy love to see this mod work... :D
For the assault gun/grenade launcher combo what Kothar said is correct, they will begin beeping upon striking a player or surface AFTER launch. The reason for this is to enable some longer-ranged grenadiering. For example, if your on the highest building in DXMP_Towers it would be impossible for you to chuck a gas grenade or LAM down to the elevator or much less across to any of the other buildings. So instead of using the overpowered 20mm ammo rounds, you launch one of the other grenades, give it the same physics as a 20mm shell and bada bing bada boom you have a true assault weapon.
Hmmmm I see. Well I have been thinking about it a bit last night (yes I know pathetic, or not?) and I think it could be interesting to change the physics of the nadelaunchers a bit (so you don't get a 20mm shell like thing, which is, in se, just like throwing a grenade, well not exactly but not that much difference). Change it to the physics a grenade has when thrown in AltFire (so you can bounce against walls with it). I'm not saying the whole mod should be low grav, but just the nade launchers would create the same effect (dun know if this is possible, nobody? dj?). This combined with the fact that you'd have to choose a different weap for each type of grenade would a) require a more tactical approach (will you opt for the possibilty to weaken the opponent from 'afar' before entering combat, or would you like to be able to fastly create a barrier of gas to safeguard your retreat? Or maybe you just want to wait for that one golden opportunity to uncloak and shoot a lam in a fighting group below you?) and b) a bit of balance to the bouncing abbility. Maybe also code it so that you can only carry only one lam at a time (we don't want noobs spamming lams around a corner, or vets on the same note). I don't see a problem at having 3 gas or EMP nades in your belt...

Just an idea tho.
And yes Skil was right I didn't mean add to max health/energy I meant heal/recharge that amount.
K. Then maybe switch it around (to make it truly hardcore), so just spawned players have a higher energy/health regen than streaked players. This would also lower the 'overpowerdness' of the stealth at masters. 2 headshots would still be lethal, but only when in rapid succession (this shouldn't be too easy). Maybe say that you spawn with +50% regen, and that you loose 10% with every kill. The health/energy 'loss' will be countered by the bonusses you get when reaching important streak points. Only downside I can see to this is that fire fights in the beginning of the map will be long (but I'd suggest running the map non stop, I mean having no new games begin, make it one long game. This way it could be like this: You try to 'hold the top' as long as you can (maybe even safe the 'level' you logged out on) and other players constantly try to take your position. New players can log on anytime they want, and have a wack at it as long as they like. This way the unstreaked players and streaked players start out at +/- the same lvl; the streaked player has higher weapon stats and augs, but the unstreaked player has more health/ health regen. This would obviously require the map to be DM).



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Meanstreak(BNino)
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Post by Meanstreak(BNino) »

Well I want to keep the grenade max at three. I don't really see any problem with using the same physics as a 20 mm shell on launched nades. I only mean the same physics to the extent of it fly through the air, if it bounces then it would bounce like a regular grenade. So it wounldn't be all powerful or insanely accurate in the least, just give the opportunity to fire em across the map (which most maps in this mod should be rather large, a small one should be a rariety.)

And if your in a good range, stealthy, or just whenever you feel like it, you can always throw/plant a grenade like normal don't forget :D

I am just giving the players who play assault styles a more assault feel you feel me?

As far as the streaks talk, I also don't see a problem with how I have it. I know that since I am going form no bonuses to a few it seems like a super radical thing, when you divide over zero its infinity if you follow me. But the health and energy boost are not too big, more than anything it is to heal your legs after firefights. The every 5 bonuses are pretty big too, but it is just once every five kills. How often really will people get to the level. Remember no one is master till a 10 streak.

And the turret and charge bonuses are radical but it is only turrets, not too hard to bypass and the spector charge has a limited radius.
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Post by Skilgannon »

This just sounds way too awesome mate, this's going to blow minds. 8) I just had another thought, I dunno if you want to include it, but maybe a last-resort-take-as-many-of-you-down-with-me-as-I-can weapon? Like the spector charge, but more.....well, EXPLOSIVE. Kinda like the Predator's self destruct. Here's an idea for it.

It would be a nade in hand type weapon, maybe with a scramble nade skin, but instead the blue stuff inside could be changed to red.

It's stored in the same slot as the spector, meaning you can pick one or the other, but not both. (stops people from causing utter chaos with them)

To detonate it, simply take it out and pull the trigger. It should detonate with NO DELAY, as you will most likely be in a tight spot when using it. (i.e. near death) Also, it should completely obliterate your body, anyone caught in the blast, and anything you and they are carrying. This means it would deny your opponents the resources of dropped weapons/items, making it a useful last-stand tactic. Maybe giving your team the chance to get some better weaponry. Could also be employed as a tactic while pinned down, one player takes this (provisionally named) Kamikaze Bomb, and runs into the enemy ranks with it. BOOM.

Good idea? Bad idea? Inspired by the occasional kamikaze run I make with a grenade in UrT. :) 8)
* Since when were you the one in control?
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Post by ~[FGS]Próphèt~ »

Meanstreak(BNino) wrote: I only mean the same physics to the extent of it fly through the air, if it bounces then it would bounce like a regular grenade. So it wounldn't be all powerful or insanely accurate in the least, just give the opportunity to fire em across the map
Oh ok :D. But still you'd have 3 weapons do the same thing...
I am just giving the players who play assault styles a more assault feel you feel me?
Not atm, but maybe later tonight I will :smt033 :smt040




And then I still have one question (again for now...): will this be TDM or DM?
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Post by ~[FGS]SaSQuATcH~ »

One question: Who's going to code this all?

If you don't find a proper coder and money is no problem for you, I think you could hire Alex, Nobody or perhaps even Jim Bowen to make this for you, I don't know any other coders with the ability. (Considering that they're both retired from DXMP, they wouldn't really want to get into such a huge project without some sort of income..) Maybe Face could do it aswell.
Meanstreak(BNino)
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Post by Meanstreak(BNino) »

@Chris

I will be coding it. This is my baby, I plan on doing everything I possibly can by myself.

I am not a skilled coder, just some experience but the changes I am making should be no more than using inherent code from other items and tweaking it a bit.

Also I would like to go into computer programming and possibly game design in the future, so this is my way to start teaching myself a few basics. I intent to spend the next year or possibly more on this while teaching myself all the ins-and-outs of Unreal. I think it would make for a good addition to my knowledge base before going to college.

However I hope your all willing to dish out advice for free as I come to y'all every week or so saying, "How in the *love* do I get this to act right?!"

----

On a side note, I have changed a few ideas for the Spector Charge. Rather than make it a weapon you trigger in hand, it will be proximity only. So you can't throw/shoot it with assault gun, but you can plant it. Then it goes off when someone passes by OR when you are killed.

Also it will be unable to pick off the wall. Trying to neuturalize it, take it or shoot it in any way will set it off.

I'll have a full list of the next draft of mods up soon, I've been taking all y'alls advice.
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Post by Skilgannon »

Hmmm, what's the reasoning behind not being able to neutralise it? That could cause some havoc as people would be scared to kill the owner of it.
* Since when were you the one in control?
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