Thanks for all the input man.
Np, I'd realy love to see this mod work...
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).
The weary thoughts of a Sunday Evening.