| RuneStorm https://www.runestorm.com/forums/ |
|
| CS style loadout mutator + revised weapon groups https://www.runestorm.com/forums/viewtopic.php?f=71&t=24561 |
Page 1 of 1 |
| Author: | Zaero [ Fri Jan 12, 2007 12:24 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
Counter Strike - like loadout mutaror idea: -mutator designed for team game types -Short story: During the first terran-skirth war, most skilled soldiers ware send into the battle outside of the urban structures leaving them uncontorolled. The difficulties of war, espiecially hunger and neverending bombardment coused dissatisfaction with the prevailing conditions. Many civilians and criminals started riots. Thiefs, thugs, drug dealers, terrorist groups took over the cities. To face the threat of chaos Earth Government, created EG Police. EGP consited of well trained agents, equipped with excellent ballistic and experimental weapons, mostly customized for a silent assault. Outlaws often used cheap, old, illegal and powerful weapons. But they also had some high-tech stuff provided by skirth intelligence willing to keep up the chaos. -in the start, you have only weakest close combat weapon and pistol. No shield. -you can press loadout menu button anytime to buy weapons, ammo and items. Each one of them costs some credits (prizes for each item may be set in configuration). Credits are gained for frags, awards, flag captures etc (ammount of credits gained for each frag may also be set in configuration.) -weapons available for players of the blue team (Counter Terrorist, Good Guys - GG for short) are different, than available for red team (Terrorists, Bad Guys - BG). Set of weapons available for each team configurable individually. -to use other weapons you must pick them up when dropped by enemy. -checkbox "Use team laser sight colors" (Blue for all weapons used by blue team, red for red team) -some weapons from junkwar mod added to loadout menu (tazer, capacitor etc). -Weapons group changed for a faster arms switching - less weapons in each group (Group details below). -Default list of weapons available for GG, divided in groups (Ballistic mod v. 1.72 with all addon weapons): 1. Close combat: Trencheron, Tazer, Charged Capacitor, X3 Knife. Riot shield for protection. 2. Pistols: RS8 pistol 3. Shotguns: MRS138 Tactical, M290 4. Energy weap.: A42 Sidearm 5. Machine pistol: XK2 6. Assault rifle: SRS900 7. Machine gun: M353 8. Sniper rifle: M75-TIC 9. Heavy: HVC-Mk9 0. Explosives: NRP57, FP9A5 -Default list of weapons available for BG, divided in groups (Ballistic mod v. 1.72 with all addon weapons): 1. Close combat: Baseball bat, Crowbar, EKS43 Katana, A909 Blades. Trash lid for protection (?). 2. Pistols: M806A2 3. Shotguns: M763, MRT6 4. Energy weap.: A73 Rifle 5. Machine pistol: XRS10 6. Assault rifle: M50 7. Machine gun: M925 8. Sniper rifle: R75A1 9. Heavy: G5RPG 0. Explosives: FP7, BX5-SM For BW 2.0: D49 Revolver -GG, pistol T10 Toxic Grenade -BG, explosives RX22A Flame Thrower -BG, heavy XMV850 Minigun -GG, heavy AM67 - dunno whats that.. Suggestion - I dont know why, but M806A2 is rather small caliber, weak pistol. The gun looks quite big and powerful, so I think it should be changed to something like Desert Eagle (model is good, but the clip should be smaller, say 7 bullets, caliber bigger - .50, gun more powerful - comprible to D49 I guess..). Some my request is: PLEASE RuneStorm! Make M806A2 a magnum class pistol! After that, BG will need some additional small caliber pistol (as a RS8 pistol counterpart). GG will need something to be T10 Toxic Grenade conterpart (Flashbang perhaps?). WHAT DO YOU GUYS THINK ABOUT IT?? |
|
| Author: | cyberax [ Fri Jan 12, 2007 12:34 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
Welcome to the forums
Well, I know that a "buy" type of menu loadout was an idea the devs were working on quite a while ago, but I'm not sure how far they got with it. They have worked on the loadout stuff for 2.0, so we'll have to just wait and see what it looks like in 2.0
I know the actual weapons selection in game is kick-ass (well I like it anyway, but I'm a CS fan ), which should solve your weapons groups.
Overall I think there are some good ideas there for the devs very long list of to-do's. |
|
| Author: | Mr.UglyPants [ Fri Jan 12, 2007 1:41 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
Its been asked for, many a thread on the topic. I think the devs will add a buying in the UT2k7 edition of BW, or never. |
|
| Author: | UndeadRoadkill [ Sat Jan 13, 2007 10:52 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
I always hated the "one team gets more credits, so they have even more of an advantage over the team they're already beating" thing. I like the 'buying' system more if it's just a device to balance weapons against each other, and everyone has the same credit allotment. |
|
| Author: | Mr.UglyPants [ Sun Jan 14, 2007 11:24 am ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
well thats what its mostly there for in CSS. |
|
| Author: | Zaero [ Sun Jan 14, 2007 12:02 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
The "one team gets more credits, so they have even more of an advantage over the team they're already beating" thing is to reward players for the good play. The losing team will be more desperate to win and first of all to stop handicap increasing. The team must use more skill and tactics than powerful weaponry to achieve their goal. If they succeed they handicap will be on their side. But the way, the credits are gained, should be easy to customize, so the option to get some amount of credits gained each second of the match (without gaining as awards/frags) is probably easy to implement.
|
|
| Author: | Mr.UglyPants [ Sun Jan 14, 2007 12:56 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
Like CSS. In which, even if you loose a round, you still gain money, but not much. And you'd get money from A: killing people, B: small amount of money earned for First Kill, Double Kill, Multi kill (etc) Headshots, C: Winning the round earns double that of loosing, D: small amount earned Loosing the round, E: Tie (God knows how) would equal no money except kill money |
|
| Author: | Deuxhero [ Mon Jan 15, 2007 12:15 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
there could be a "handicap" seting where the win/lose money is reversed (so the loseing team gets more credits) |
|
| Author: | Mr.UglyPants [ Mon Jan 15, 2007 3:48 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
Yeah that'd be a good second option, would totally change how the game unfolds, as the good players win, they only get money from kills, and the bad players just get money to spend in hopes of killing someone. |
|
| Author: | Zaero [ Tue Jan 16, 2007 9:09 am ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
Yeah, "reversed money"- thing will balance the gameplay, but it should be made as an option. Some players may want to be awarded not punished for their good play.
Mutator should also work for not-team gametypes, in that case: -"weapons available" limitations will be obligatory based on "preffered team" player setting. (if set to "none" team picked up randomly) -"Use team laser sight colors" if checked based the same way as above. |
|
| Author: | Dark_Watcher [ Tue Jan 16, 2007 11:14 am ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
That’s cool with me, could this work in say an assault map, with say an upgrading system like frag ops has? |
|
| Author: | ShadowBlade [ Wed Jan 17, 2007 3:16 am ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
me likes kinda
we were working on a gametype, and a buying mutator.. should see those after 2.0
chances are, in 2k7 we'll see an advanced version, with alternate player setups, etc..
|
|
| Author: | Mr.UglyPants [ Wed Jan 17, 2007 5:19 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
really, after 2.0, awesome! |
|
| Author: | Zaero [ Wed Jan 31, 2007 3:40 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
I was thinking about this idea a bit so I've made some conclusions: -Shields (riot shield for example) should be wield with close combat and pistol weapons -Some Junkwar Weapons included, but changed (unlimited charges for capacitor, tazer should not throw enemies in the air) -M806A2 pistol certainly changed to desert eagle counterpart (model stays the way it is, but changed weapon script) - after that some light caliber pistol will be needed as RS8 pistol counterpart I suggest some 9mm pistol based on Walther P99 AS pistol (here is the info about the gun - http://www.waltheramerica.com/firearms/p99as.cfm ). Walther P99 AS with longer barrel (build in silencer) and laser sight would be cool! Recommended manufacturer? Black&Wood of course
|
|
| Author: | ShadowBlade [ Thu Feb 01, 2007 1:51 am ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
we will of course have to have a bunch of simple weapons for said gametype\mutator
|
|
| Author: | Zaero [ Thu Feb 01, 2007 4:35 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
Oh...and one more thing - a checkbox "Must buy ammo pack". When checked ammo pack must be bought useing loadout menu (cheap refill), if unchecked then it'll spawn in the place of weapon pickups. (classic mode)
Revision: Another option to spawn ammo boxes (instead of ammo pack) in the places where ammo pickups lays, or to buy them (each ammo type separately) in loadout menu could also be nice. So I suggest to solve it as a 2 popup lists: Ammo pack menu: -Buy ammo pack only -Spawn ammo pack only -Buy&Spawn ammo pack If the first mode is chosen then the ammo pack will not spawn on the map and must be bought. In the second mode the pack cannot be bought but will be spawned on the map replacing each weapon pickup. The third mode will spawn ammo packs but they can also be bought. The same is for the ammo pickups. Ammo pickup menu: -Buy ammo pickups only -Spawn ammo pickups only -Buy&Spawn ammo pickups |
|
| Author: | Mr.UglyPants [ Sat Feb 03, 2007 10:43 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
Your just hell bent on this idea aren't you? I like that kind of attitude, good job.
|
|
| Author: | Zaero7 [ Wed Mar 21, 2007 3:03 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
Now, when BW2.0 is released I think that the new weapons should be in groups: D49 Revolver -BG, pistol T10 Toxic Grenade -GG, explosives RX22A Flame Thrower -BG, heavy XMV850 Minigun -GG, heavy AM67 - GG, pistol Fifty9 - BG, machine pistol |
|
| Author: | Mr.UglyPants [ Wed Mar 21, 2007 3:09 pm ] |
| Post subject: | CS style loadout mutator + revised weapon groups |
Its been out since sunday. |
|
| Page 1 of 1 | All times are UTC - 6 hours |
| Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |
|