Warfare wishlist!
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Stulovesyou
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Warfare wishlist!
- Shotgun!
If a player is silly enough to be in plain sight. Then they should be open to being tagged by a shotty. Worms the original main stay in close weapon.
The spray should have a wide effect so you can't pick people off from miles.. weapon 3 shards effect methinks.
- Uzi!
Range limited - damage limited. Like the shotty, a worms mainstay for in close combat. If you're in close in plain site - nail them in the head.
Effect should be a straight line of shards that fade away over distance.
-Grappling hook!
Really needs map that are made for it.. but the current movement is kinda ... limited - much like worms.
But with the grapple you can shoot off to some other map part (within reason). It acts in place of a shot / throw.
- Change fuse time.
Somehow. Fixed fuse time makes for 'wild insane shots' being impossible. If someone is burrowed in behind a wall, you want to up you fuse and try for a triple bank shot over towers through ravines and around corners to get them! Can't do it in three seconds or on a insta-explode off wall weapon.
- Destructable surfaces.
get programming!
- Area effect weapons.
See destructable surfaces
- Parachute.
Maps should ultimately have many high and low spots...
If knocked off a perch (or jump off) - you should have a key you can hit to parachute down safely...
Should be time effected. Ie your movement meter reduces while the chute is open. Once the movement meter is over - chute stops.
- More variety in weapon effects.
The spray weapon.. ultra cool...
Others... eh....
Look to scorched earth, the old classic.
I want napalm!
- Ultra lame but... ! Airstrikes!
Should have 3 round time delay when called. If player is still not alive - airstrike called off.
Everyone loved airstrikes in worms :p
- Weapon in air should always be live.
Currently if both players shoot - whoever hits first gets the kill, other players weapon disappears (?). The weapon should still be live and be able to kill / do damage.
Same at end of round. Shots in the air when time expires should still be live and can do damage. Effect of shots then counts and can score.
- Awards!
F3 scoreboard seems bare atm.... I'm sure we can think of awards... like most wank worthy shot. (ie longest distance, most obsticles in path)...
- Replays!
We've got them in Deathball... ultra cool once more - especially the end game sequence.
Now for warfare.
- Ball cam.
Clearer vision / bigger if possible.
Toggle key to switch entire screen view to that of the ball cam (with the mini screen showing normal pov).
- Brighter players
Make them glow or something... or at least make the enviroments more .. beachy.
For contrast.
There is probably more.
But that is a start.
Get programming.
Nice simple game at the moment.
Lets make it ultra snazzy
:p
If a player is silly enough to be in plain sight. Then they should be open to being tagged by a shotty. Worms the original main stay in close weapon.
The spray should have a wide effect so you can't pick people off from miles.. weapon 3 shards effect methinks.
- Uzi!
Range limited - damage limited. Like the shotty, a worms mainstay for in close combat. If you're in close in plain site - nail them in the head.
Effect should be a straight line of shards that fade away over distance.
-Grappling hook!
Really needs map that are made for it.. but the current movement is kinda ... limited - much like worms.
But with the grapple you can shoot off to some other map part (within reason). It acts in place of a shot / throw.
- Change fuse time.
Somehow. Fixed fuse time makes for 'wild insane shots' being impossible. If someone is burrowed in behind a wall, you want to up you fuse and try for a triple bank shot over towers through ravines and around corners to get them! Can't do it in three seconds or on a insta-explode off wall weapon.
- Destructable surfaces.
get programming!
- Area effect weapons.
See destructable surfaces
- Parachute.
Maps should ultimately have many high and low spots...
If knocked off a perch (or jump off) - you should have a key you can hit to parachute down safely...
Should be time effected. Ie your movement meter reduces while the chute is open. Once the movement meter is over - chute stops.
- More variety in weapon effects.
The spray weapon.. ultra cool...
Others... eh....
Look to scorched earth, the old classic.
I want napalm!
- Ultra lame but... ! Airstrikes!
Should have 3 round time delay when called. If player is still not alive - airstrike called off.
Everyone loved airstrikes in worms :p
- Weapon in air should always be live.
Currently if both players shoot - whoever hits first gets the kill, other players weapon disappears (?). The weapon should still be live and be able to kill / do damage.
Same at end of round. Shots in the air when time expires should still be live and can do damage. Effect of shots then counts and can score.
- Awards!
F3 scoreboard seems bare atm.... I'm sure we can think of awards... like most wank worthy shot. (ie longest distance, most obsticles in path)...
- Replays!
We've got them in Deathball... ultra cool once more - especially the end game sequence.
Now for warfare.
- Ball cam.
Clearer vision / bigger if possible.
Toggle key to switch entire screen view to that of the ball cam (with the mini screen showing normal pov).
- Brighter players
Make them glow or something... or at least make the enviroments more .. beachy.
For contrast.
There is probably more.
But that is a start.
Get programming.
Nice simple game at the moment.
Lets make it ultra snazzy
:p
i will not add all this lame weapons, thats what ruined worms for me 
i wanna keep this kinda hardcord, i am not very happy with all the weapons rens added (i didnt make em up)
"cannon only" mode is the funniest actually
pure aiming
dont need these weapons that just kill without skill
awards will come, sure
replays...maybe
problem is just how to show them
same problem for the screens.....what to show? and they should also show the beacons, which is a technical problem
like making the ball cam clearer
m00
dbw is a big bunch of bugs atm, horrid
but one day......i tell ya
"- Destructable surfaces.
get programming!"
we did that, but it cannot be used since it's not shown on the radar....
if that can be done we'd do it (requires a totally different radar system tho)
i wanna keep this kinda hardcord, i am not very happy with all the weapons rens added (i didnt make em up)
"cannon only" mode is the funniest actually
pure aiming
dont need these weapons that just kill without skill
awards will come, sure
replays...maybe
problem is just how to show them
same problem for the screens.....what to show? and they should also show the beacons, which is a technical problem
like making the ball cam clearer
m00
dbw is a big bunch of bugs atm, horrid
but one day......i tell ya
"- Destructable surfaces.
get programming!"
we did that, but it cannot be used since it's not shown on the radar....
if that can be done we'd do it (requires a totally different radar system tho)
DavidM wrote: i will not add all this lame weapons, thats what ruined worms for me :/
well, you don't add anything to the mod anyway, it's rens who does that ;) but maybe they won't be on the todo list you'll give rens :p
that's why there are options -.- some like it that way, some prefere those fancy weapons...i wanna keep this kinda hardcord, i am not very happy with all the weapons rens added (i didnt make em up)
"cannon only" mode is the funniest actually :/
pure aiming
dont need these weapons that just kill without skill
maybe a fullscreen ballcam replay for last shot and if more than x amount of damage is dealt in a shot. or from victims pov looking @ ball or even both.replays...maybe
problem is just how to show them
same problem for the screens.....what to show? and they should also show the beacons, which is a technical problem
like making the ball cam clearer
"- Destructable surfaces.
get programming!"
we did that, but it cannot be used since it's not shown on the radar....
if that can be done we'd do it (requires a totally different radar system tho)
another problem is that with the current ut2003 version dedicated servers crash when using the poketerrain funktion (rens said that some time ago /o\)
and well i already said, that you probably could fix that radar problem by using scripted textures.
quite simple:
instead of the usual radartexture you select a combined texture.
one texture is for static objects and the other is a scripted texture for the deformable terrain.
and the client of latter texture must just be able to add semitransparent premade holeshades (asumes holes always look the same, or in a predictable way at least) to background texture (relative location radar actor -> hole), what shouldn't be too hard.
don't forget to add a option to disable that if someone got that scripted texture bug (only heard of 3 peeps who had that yet tho) o_O
DavidM wrote: i will not add all this lame weapons, thats what ruined worms for me
i wanna keep this kinda hardcord, i am not very happy with all the weapons rens added (i didnt make em up)
"cannon only" mode is the funniest actually
pure aiming
dont need these weapons that just kill without skill
I have to say this: you stupid moron. Have you actually seen the pubs playing DBW? Extreme mode (all the weapons) is by far the most popular.
People will get bored so quickly of cannon-only. I'd say it will take maybe a week or two of solid playing to have a 95% success rate with the cannon. After that, it just becomes a game of team-who-starts-first-or-has-less-noobs-wins. The skill is in selecting the right weapon for the job, the fun is in using various weapons. If you lock the game on cannon-only I don't think anyone will play it. Already, about 10% of ppl who came on to the server said "This game is slow and boring". Do you think it will be more exciting with cannon-only?
I pray that rens has control of this mod. Because with a few more weapons it could be really good.
i've only played twice so far and I like DBW lots...
I find the red/blue map cams really unhelpful because a) they move to quick and b) its hard to see anything.
I thought that maybe there could be 2 screens at both ends of the pitch, on the far walls. They should show a view from the back of each half of the pitch, with maybe a slow partial rotation left and right.
So for example if i was a red player behind a pillar, i should be able to turn around, look at the screen and see a view the blue team from behind.
This screen shouldnt be tinted, so it will help players judge exactly where the worms are hiding.
Alternatively, players should be allowed to use free cam when they are waiting for their turn. (perhaps easier
)
I find the red/blue map cams really unhelpful because a) they move to quick and b) its hard to see anything.
I thought that maybe there could be 2 screens at both ends of the pitch, on the far walls. They should show a view from the back of each half of the pitch, with maybe a slow partial rotation left and right.
So for example if i was a red player behind a pillar, i should be able to turn around, look at the screen and see a view the blue team from behind.
This screen shouldnt be tinted, so it will help players judge exactly where the worms are hiding.
Alternatively, players should be allowed to use free cam when they are waiting for their turn. (perhaps easier
Re: Warfare wishlist!
Mega quotage comming. 
Nice idea. Will do.
You won't but i will, you just go play with the Cannon Only sceme...
Mappers choice.
Originally posted by YoYo789
- Shotgun!
If a player is silly enough to be in plain sight. Then they should be open to being tagged by a shotty. Worms the original main stay in close weapon.
The spray should have a wide effect so you can't pick people off from miles.. weapon 3 shards effect methinks.
Instant hit weapons.... Not sure, i wanna keep it with the ball...
- Uzi!
Range limited - damage limited. Like the shotty, a worms mainstay for in close combat. If you're in close in plain site - nail them in the head.
Effect should be a straight line of shards that fade away over distance.
Same as shotgun...
-Grappling hook!
Really needs map that are made for it.. but the current movement is kinda ... limited - much like worms.
But with the grapple you can shoot off to some other map part (within reason). It acts in place of a shot / throw.
Hmm dunno, the point about warfare is is that you can't move much at all, grappling hook / ninja rope = lots of movement.
- Change fuse time.
Somehow. Fixed fuse time makes for 'wild insane shots' being impossible. If someone is burrowed in behind a wall, you want to up you fuse and try for a triple bank shot over towers through ravines and around corners to get them! Can't do it in three seconds or on a insta-explode off wall weapon.
Err... Check your contols under Deathball Warfare :p
Increase Fuse Time
Decrease Fuse Time
- Destructable surfaces.
get programming!
Already in, just make/open a map with terrain and play with bots, it's disabled online because Epic fucked it up. It's fixed in the next ut2003 patch. Also, it only works with terrain (PokeTerrain).
- Area effect weapons.
See destructable surfaces
You mean like lowgravity areas slow the ball down?
- Parachute.
Maps should ultimately have many high and low spots...
If knocked off a perch (or jump off) - you should have a key you can hit to parachute down safely...
Should be time effected. Ie your movement meter reduces while the chute is open. Once the movement meter is over - chute stops.
Not sure about this, especially the coding part, and needs a model+skin for the parachute...
- More variety in weapon effects.
The spray weapon.. ultra cool...
Others... eh....
Look to scorched earth, the old classic.
I want napalm!
spray weapon -_- it's called Fountain, and yes, i know scorched earth, but i can't just make weapons that explode in 1000s of projectiles -> fps drop, lag.
- Ultra lame but... ! Airstrikes!
Should have 3 round time delay when called. If player is still not alive - airstrike called off.
Everyone loved airstrikes in worms :p
Maybe as super super powerup.
- Weapon in air should always be live.
Currently if both players shoot - whoever hits first gets the kill, other players weapon disappears (?). The weapon should still be live and be able to kill / do damage.
Same at end of round. Shots in the air when time expires should still be live and can do damage. Effect of shots then counts and can score.
Is a bug atm...
[b]- Awards!
F3 scoreboard seems bare atm.... I'm sure we can think of awards... like most wank worthy shot. (ie longest distance, most obsticles in path)...
Didn't had time left to add awards yet, wait for next version.
[b]- Replays!
We've got them in Deathball... ultra cool once more - especially the end game sequence.
Now for warfare.
NoI spent ages to get replays out of warfare because it fucked things up, to add it it has to be redone alot... But that's Usaar's job :O
[b]- Ball cam.
Clearer vision / bigger if possible.
Toggle key to switch entire screen view to that of the ball cam (with the mini screen showing normal pov).
Will add that some day.
[b]- Brighter players
Make them glow or something... or at least make the enviroments more .. beachy.
For contrast.
Might be good idea.
[b]There is probably more.
But that is a start.
Get programming.
Nice simple game at the moment.
Lets make it ultra snazzy
:p
kthx
Originally posted by YoYo789
[b]Would also like maybe 2-4 seconds at the beginning of the round where all players can move but not shoot, so we can have a little say in where we start.
Nice idea. Will do.
Originally posted by DavidM
[b]i will not add all this lame weapons, thats what ruined worms for me
You won't but i will, you just go play with the Cannon Only sceme...
Originally posted by R3L!K
[b]I thought that maybe there could be 2 screens at both ends of the pitch, on the far walls. They should show a view from the back of each half of the pitch, with maybe a slow partial rotation left and right.
Mappers choice.
Last edited by Rens2Sea on 02-11-2003 14:16, edited 1 time in total.