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Author Topic: List of Intresting Mod Ideas  (Read 4451 times)
Hendrich


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« on: September 11, 2008, 10:08:14 PM »

Hey ppl, its me, Hendrich again. So, usually when I'm playing Tremulous or on the forums or even thinking about during my lunch break, I usually have a bag of ideas for Tremulous I keep inside my head, but I never let it out because I'm either too lazy or nobody would really care. So I decided to start a new topic based on a collection of nice mod ideas for Tremulous that hopefully wouldn't require too much work to do, and if your intrested, yes, I will add you idea in. So I guess I'll just start off with a rather small list and build it up over a few weeks (that's what I usually do with my guides Tongue ) and see the results, which is hopefully positive.
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A note here, these ideas are meant as a novelty, in case someone actually wants to implent these ideas into an actual mod. Most likely, most of these ideas won't be used, so it'll be nice not to see flaming douche-bags saying negative bull into this thread, we don't want your crap here, unless its friendly and clean criticism or concerns. Thx  Smiley

Also, I am not sure where to put a topic as this in the forum, so I decided to put it in the Mods Reviews & Releases section. If a moderator feels it should be moved to suite a better section of the forum, it is welcomed. Cheesy

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Remember, your ideas for a nifty server/gameplay feature is welcome here, I would like to see what everybody has to say about how to improve Tremulous, so if you want to recommend something into the list, go on ahead, I'll add it in for convenient reference. Cheesy
Who knows? Maybe a Dev would take intrest in an idea.

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List of Mod Ideas:
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By: Hendrich
OM/Rec "buffing up" players while dying:

I thought this was a pretty nifty idea, while the OM/Rec is dying/being under attacked, it would give players increased attack rate/damage/whatever so , I dunno, it'll better protect itself. Doesn't this make sense? The OM/Rec sits on it's lazy ass all day doing nothing but pathetically attacking while its taking damage from an attacker, and sometimes weak defenders are low on creds/evos to stop em. The OM/Rec would "buff up" the defenders in an last resort to stop dying, this would add a new element of defense for the players and give the OM/Rec a new ability to boot. We don't want the players to buff like gods/too much tho, or else the attackers would never get to kill the OM/Rec, maybe just a slight boost of strength.
--Mod Test--
General:
Is it possible/feasible to code? /YES
Is it a trivial mod, not worth a 500kb client-side download? /YES
Why do we need or want it? /MAYBE
Does it fit in with the theme of Tremulous? /YES
Is it balanced? /MAYBE
-
Buildables: N/A
How many Bp?
How big?
What does it do?
Does an existing building already carry out that function?
How is it unique from existing buildings?
Who is supplying the models and/or animations?
If it does damage, how much damage, and how does it carry it out?
-
Weapons, Equipment, and Classes:
How much does it cost? N/A
What does it do, primarily? /READ ABOVE
Does an existing item already carry out that function? /NO
How is it unique from existing items? /READ ABOVE
Who is supplying the models and/or animations? /VANILLA TREMULOUS
If a class, how big is it? N/A
If it is a weapon or class, how much damage does it do, and how does it carry it out?
If it is a weapon, how much ammo and what type?
If it is human armor, what sort of protection does it do?
-
Other Gameplay mechanics or features:
What does it do? /READ ABOVE
If it modifies or augments an above feature, look in that section for questions. N/A
Is it balanced? /MAYBE
-
Server-side or client-side features
What does it do? N/A
If it is an admin feature, how could it possibly be abused? /NOT ABUSED


By: Unknown
Booster attacks humans:

I dunno where this came from, I remember it came from a player who's negative karma would soon roll up to the positives.  Undecided 
Anyways, this idea is quite intresting, boosters attacking. Usually boosters would do nothing but sit around and take damage, maybe give it some basic attacks so at least it wouldn't get pwned by the humans without the human attacker suffering some damage. BTW, if the player wants to claim this idea, reply first then give me a link to where I got this idea, thx.

By: Hendrich
Battery packs absorbing energy damage:

I don't know if this has been done before, but I think its a good idea. B-suits with lucis may look tough, but a light armoured attacker with a energy-aborbing pack and a Luci is quite better. The battery pack can not only give more rounds of energy to the weapon, but it would make sense if it could absorb energy damage, like the blast of a Luci so the player would take no/alot less damage. Also, ADV marauder's would have a hard time trying to zap em', cause the pack might either absorb the damage or use the lightning energy to charge the pack. I thought this was pretty cool. Cheesy
--Mod Test--
General:
Is it possible/feasible to code? /YES
Is it a trivial mod, not worth a 500kb client-side download? /YES
Why do we need or want it? /MAYBE
Does it fit in with the theme of Tremulous? /YES
Is it balanced? /YES
-
Buildables: N/A
How many Bp?
How big?
What does it do?
Does an existing building already carry out that function?
How is it unique from existing buildings?
Who is supplying the models and/or animations?
If it does damage, how much damage, and how does it carry it out?
-
Weapons, Equipment, and Classes:
How much does it cost? /200 CREDS
What does it do, primarily? /READ ABOVE
Does an existing item already carry out that function? /NO
How is it unique from existing items? /READ ABOVE
Who is supplying the models and/or animations? /VANILLA TREMULOUS
If a class, how big is it? N/A
If it is a weapon or class, how much damage does it do, and how does it carry it out?
If it is a weapon, how much ammo and what type?
If it is human armor, what sort of protection does it do?
-
Other Gameplay mechanics or features:
What does it do? /READ ABOVE
If it modifies or augments an above feature, look in that section for questions. N/A
Is it balanced? /MAYBE
-
Server-side or client-side features
What does it do? N/A
If it is an admin feature, how could it possibly be abused? /NOT ABUSED


By: ==Troy==
Ckits used for healing/replenishing ammo:

I know this has been discussed and done before, but I want to bring it's attention to this again, but in a game-play changing QVM for download. This has been done in Amsterdam Unlimited, and it WORKS. The humans replenish 3 HP and 1.5 ammo per charge, and it doesn't make the human side cheap in any way. Why? Because aliens replenish health/barbs(ammo) too, but its balanced because now humans needs a partner to do so. It takes away the dependency of the arm/medi, and it makes Ckits useful after SD. Cudos to ==Troy== for this wonderful idea, now I would love to have it in a downloadable QVM that other people would also love to have. Cheesy

By: Hendrich
Using human weapons as turret-moduales:

I had this idea that you can "buy" a turret upgrades, and for instance is a new weapon. Buy a MDriver and stick it on one turret for an upgrade, and, tada! a MDriver ret, which uses the same fire rate as a normal weapon. No, i don't think the weapons should reload/have limited ammo, but I do see the balance problems in this. luci-rets firing cheap streams of light into aliens without stopping, flamer-rets girlling aliens, etc. In second thought, maybe a ret reload would be a good idea to try and balance the changes. But first, how would you get the weapon on the ret? Buy the weapon, go to the ret of your choice and click the "use" buttton to open a menu saying if you want to add your weapon into it. Click yes, and there we go. Humans can't obviously spam this because they'll eventually run out of creds, and have none for themelves to fight with. No rifle/blasters/ckit rets tho, thats just gay. A moderate reload-time or a lower rate of fire for some weapons is a good idea to balance this. This idea is mostly novelty, maybe it'll do more good in a "crazy" server/QVM because there are a couple of ways of 'cheating' the system, but hey, I thought it was cool. This idea was made from the "MDriver rets" from benmachine's QVM.
--Mod Test--
General:
Is it possible/feasible to code? /MAYBE
Is it a trivial mod, not worth a 500kb client-side download? /YES
Why do we need or want it? /MAYBE
Does it fit in with the theme of Tremulous? /NO
Is it balanced? /NO
-
Buildables:
How many Bp? /8 BPS
How big? /SAME SIZE, TOP PART OF TURRET MAYBE BIGGER DUE TO WEAPON SIZE
What does it do? /READ ABOVE
Does an existing building already carry out that function? /NO
How is it unique from existing buildings? /FIRES DIFFERENT AMMO TYPE
Who is supplying the models and/or animations? /VANILLA TREMULOUS
If it does damage, how much damage, and how does it carry it out? /DEPENDS ON WEAPONS, LOOK FOR WEAPON DAMAGE IN STICKY
-
Weapons, Equipment, and Classes:
How much does it cost? /DEPENDS ON WEAPON PLAYER BUYS
What does it do, primarily? /READ ABOVE
Does an existing item already carry out that function? /NO
How is it unique from existing items? /READ ABOVE
Who is supplying the models and/or animations? /VANILLA TREMULOUS
If a class, how big is it? N/A
If it is a weapon or class, how much damage does it do, and how does it carry it out?
If it is a weapon, how much ammo and what type?
If it is human armor, what sort of protection does it do?
-
Other Gameplay mechanics or features:
What does it do? /READ ABOVE
If it modifies or augments an above feature, look in that section for questions. N/A
Is it balanced? /NO
-
Server-side or client-side features
What does it do? N/A
If it is an admin feature, how could it possibly be abused? /NOT ABUSED


By: Syntac
Buildable trip-mines:


Idea: Mines. They cost 1 BP. You stick one on something and it emits an almost invisible triplaser. When something crosses the laser, bang!

Alien equivalent: Spore pods. When a human gets too close, it (the pod, not the human) bursts into a cloud of poisonous spores. Quick death for wounded humans!
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BTW, you may have noticed the "mod test" list above, it just states the test provided by New Mod Idea? Look here first sticky, I decided to do it cause I felt I should see if it passed the test the sticky provided. Here are the rules I applied to my "mod test"
To awnser the questions, first do / then in capitals give the awnser. I stuck in;
/YES -means yes
/NO -means no
/MAYBE -means maybe or maybe not, it has not been tested yet or it depends on the curcistances of the game, pretty broad but I would just stick this in anyways
N/A -means these questions does not have to do with the mod and the questions below the section, period.

You could also make your own little command yourself for specific questions, I don't really care, if you feel like it you could do /NOT TESTED or something.

If you want to do a mod test with your mod idea, please do it the way I did with my ideas, because I don't want 500 different ways of mod testing in th4e guide and the reader would be like "wtf?".

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Well, that's all the ideas, for now. You might wanna add in your idea for the list or reply to one of the existing ideas if your intrested.
Stay tuned.
« Last Edit: September 12, 2008, 11:43:51 PM by Hendrich » Logged

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Hendrich


Turrets: +168/-147
Posts: 879

When I visit this forum, I feel old.


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« Reply #1 on: September 11, 2008, 10:10:53 PM »

Just in case space Cheesy
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Hendrich


Turrets: +168/-147
Posts: 879

When I visit this forum, I feel old.


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« Reply #2 on: September 11, 2008, 10:11:44 PM »

And another "Just in case space", just in case!

Sorry if you felt I double posted noob-ishly.  Cheesy
« Last Edit: September 11, 2008, 11:40:22 PM by Hendrich » Logged

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Bissig


Turrets: +103/-131
Posts: 1309


« Reply #3 on: September 12, 2008, 12:03:36 AM »

I have a whole Steampunk mod layed out in my head. It would only be a graphical modification. Shame is that I can't do it :-(
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Syntac


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Posts: 841

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« Reply #4 on: September 12, 2008, 12:07:09 AM »

Nice thread, Hendrich!
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Hendrich


Turrets: +168/-147
Posts: 879

When I visit this forum, I feel old.


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« Reply #5 on: September 12, 2008, 12:51:27 AM »

Quote
Nice thread, Hendrich!
Thx!

Quote
I have a whole Steampunk mod layed out in my head. It would only be a graphical modification. Shame is that I can't do it :-(
I don't understand, what is a steampunk, how will it improve Tremulous graphically? I would love to see you explain more, I can add it to the list if its a good idea. :/
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Syntac


Turrets: +118/-104
Posts: 841

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« Reply #6 on: September 12, 2008, 01:00:15 AM »

Wikipedia has a nice article on Steampunk. Basically, it's a style of new technology that looks like old technology.
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Hendrich


Turrets: +168/-147
Posts: 879

When I visit this forum, I feel old.


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« Reply #7 on: September 12, 2008, 01:04:26 AM »

Quote
I have a whole Steampunk mod layed out in my head. It would only be a graphical modification. Shame is that I can't do it :-(
Make a mod about steam? No thx, Valve's Steam is enough steam for me. Tongue

Wait, I don't need this reply, I'll need to delete this the- Oops! forgot, we can't delete replies anymore, migh as well leave it the way it is. -.-
« Last Edit: September 12, 2008, 01:12:41 AM by Hendrich » Logged

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Kaleo


Turrets: +176/-220
Posts: 2098

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« Reply #8 on: September 12, 2008, 11:22:36 AM »

Quote
I have a whole Steampunk mod layed out in my head. It would only be a graphical modification. Shame is that I can't do it :-(
Make a mod about steam? No thx, Valve's Steam is enough steam for me. Tongue

Wait, I don't need this reply, I'll need to delete this the- Oops! forgot, we can't delete replies anymore, migh as well leave it the way it is. -.-

You can delete repiles.
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CreeDo


Turrets: +1/-2
Posts: 35


« Reply #9 on: September 12, 2008, 11:59:50 AM »

Quote
By: Hendrich
Using human weapons as turret-moduales:
I had this idea that you can "buy" a turret upgrades, and for instance is a new weapon. Buy a MDriver and stick it on one turret for an upgrade, and, tada! a MDriver ret, which uses the same fire rate as a normal weapon. No, i don't think the weapons should reload/have limited ammo, but I do see the balance problems in this. luci-rets firing cheap streams of light into aliens without stopping, flamer-rets girlling aliens, etc. In second thought, maybe a ret reload would be a good idea to try and balance the changes. But first, how would you get the weapon on the ret? Buy the weapon, go to the ret of your choice and click the "use" buttton to open a menu saying if you want to add your weapon into it. Click yes, and there we go. Humans can't obviously spam this because they'll eventually run out of creds, and have none for themelves to fight with. No rifle/blasters/ckit rets tho, thats just gay. A moderate reload-time or a lower rate of fire for some weapons is a good idea to balance this. This idea is mostly novelty, maybe it'll do more good in a "crazy" server/QVM because there are a couple of ways of 'cheating' the system, but hey, I thought it was cool. This idea was made from the "MDriver rets" from benmachine's QVM.
--Mod Test--
General:
Is it possible/feasible to code? /MAYBE
Is it a trivial mod, not worth a 500kb client-side download? /YES
Why do we need or want it? /MAYBE
Does it fit in with the theme of Tremulous? /NO
Is it balanced? /NO
-
Buildables:
How many Bp? /8 BPS
How big? /SAME SIZE, TOP PART OF TURRET MAYBE BIGGER DUE TO WEAPON SIZE
What does it do? /READ ABOVE
Does an existing building already carry out that function? /NO
How is it unique from existing buildings? /FIRES DIFFERENT AMMO TYPE
Who is supplying the models and/or animations? /VANILLA TREMULOUS
If it does damage, how much damage, and how does it carry it out? /DEPENDS ON WEAPONS, LOOK FOR WEAPON DAMAGE IN STICKY
-
Weapons, Equipment, and Classes:
How much does it cost? /DEPENDS ON WEAPON PLAYER BUYS
What does it do, primarily? /READ ABOVE
Does an existing item already carry out that function? /NO
How is it unique from existing items? /READ ABOVE
Who is supplying the models and/or animations? /VANILLA TREMULOUS
If a class, how big is it? N/A
If it is a weapon or class, how much damage does it do, and how does it carry it out?
If it is a weapon, how much ammo and what type?
If it is human armor, what sort of protection does it do?
-
Other Gameplay mechanics or features:
What does it do? /READ ABOVE
If it modifies or augments an above feature, look in that section for questions. N/A
Is it balanced? /NO
-
Server-side or client-side features
What does it do? N/A
If it is an admin feature, how could it possibly be abused? /NOT ABUSED

This sounds a lot like benmachines "/build mgturret <WEAPON>"

but thats just in his mod. Sounds pretty sweet to me.
Balance is a problem here * Human sticks Psaw to turret* **Aliens come near to kill it ** *** Gets sawn by 4+ psaw turrets***

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wannabe


Turrets: +2/-18
Posts: 44


wat the fuck


« Reply #10 on: September 12, 2008, 01:14:55 PM »

so then what? in mgdev you cant kill the turrets neither.
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Bissig


Turrets: +103/-131
Posts: 1309


« Reply #11 on: September 12, 2008, 07:31:40 PM »

so then what? in mgdev you cant kill the turrets neither.

That is news to me, please elaborate.
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Hendrich


Turrets: +168/-147
Posts: 879

When I visit this forum, I feel old.


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« Reply #12 on: September 12, 2008, 08:58:34 PM »

Quote
Balance is a problem here * Human sticks Psaw to turret* **Aliens come near to kill it ** *** Gets sawn by 4+ psaw turrets***

Your right, I thnk if someone actually does something like that, we should take out the blasters,rifles,psaws,flamers and luci for turret weapons, which leaves only the pulse, chain and MDriver as weapons, cause that list of abusable weapons can be, well, very abusable.

-

Quote
so then what? in mgdev you cant kill the turrets neither.


Quote
That is news to me, please elaborate.

Well, the MDriver/whatever turrets in Ben's mod (Hehe, Ben 10 Tongue ) are friggin' hard to kill, thats why I mentioned for a reload time/slower fire rate/etc implented into the rets so they wouldn't kill you so easily.
« Last Edit: September 12, 2008, 09:03:25 PM by Hendrich » Logged

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Syntac


Turrets: +118/-104
Posts: 841

Void Website Developer


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« Reply #13 on: September 12, 2008, 09:05:36 PM »

Idea: Mines. They cost 1 BP. You stick one on something and it emits an almost invisible triplaser. When something crosses the laser, bang!

Alien equivalent: Spore pods. When a human gets too close, it (the pod, not the human) bursts into a cloud of poisonous spores. Quick death for wounded humans!
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Bissig


Turrets: +103/-131
Posts: 1309


« Reply #14 on: September 12, 2008, 10:19:36 PM »

Well, on SST we tested mines for a while. It is difficult to balance them.
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Hendrich


Turrets: +168/-147
Posts: 879

When I visit this forum, I feel old.


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« Reply #15 on: September 12, 2008, 11:39:08 PM »

Quote
Well, on SST we tested mines for a while. It is difficult to balance them.

he meant trip mines, and there areproblems to em, like putting them in such a height that nothing can duck or jump over em' (except for alines), but thats actaully a pretty good idea if it gets balanced a bit, maybe you could only allowed to put them at a certin height, maybe that will balance it?
« Last Edit: September 12, 2008, 11:44:59 PM by Hendrich » Logged

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