More ET mod suggestions.
Posted: Fri Jul 25, 2003 4:49 am
Ok, I've got a nice not-so-little list made up of changes I've thought of. I've left out ones already covered (some are still repeats, I think), or ones I know have been worked on already.
HUD:
-If possible, a complete overhaul of the HUD, such as:
--Remove the delay of kills/objective messages.
--Ability to move/remove the kills/objective messages, chat, status indicators, and other items (compass, fire team overlay, etc.).
--The return of cg_hudalpha.
Limbo Menu:
-Hitting enter (+activate) would be the same as clicking "OK". This would be nice for quicker selection of spawnpoints/classes.
General Gameplay Issues:
-Spawning:
--(bug) Setting your spawn to an alternate one in warmup gets reset to default on match start.
--(bug) The need to manually set your spawn to non-permanent spawn locations. (ex: having to set your spawn to the bunker flag on Battery when taken, and vice versa for axis)
--(bug) Spawn flags not being removed when objective is triggered. (ex: axis take the flag back on Oasis when the wall is blown, and the flag stays)
-Weapons:
--Kills with certain weapons not giving XP (akimbo handguns), and not showing any accuracy. And speaking of akimbo handguns...
--Akimbo Handguns enabled on next spawn (or right when they are earned, if that is possible), regardless of being selected in the limbo menu.
--Landmines jump up to waist level when triggered. (the mines being bouncing betty's and all) [yea, duke'ku suggested this first. meh.]
--Unless it would be considered a cheat, have artillery markers on the command map able to be lined up vertically as well for mortar users.
-(bug) Heavy Weapons skill of less overheating carries over into other classes, therefore giving sten users no overheat at all.
-(bug) Once any type of General rank is earned, your rank is put back to Colonel at next map.
-(bug) Kills/deaths being carried over into next round.
-(bug) Gibbed body covering dyno still causes it to be unable to defused.
-(bug) Mines sometimes go off immediately after they are armed. I don't know why exactly this happens, but I've seen it plenty of times.
-(bug) Gun being taken out instead of pliers after dynamite is dropped.
-Removal of XP exploit of planting/defusing at ammo/health crates and at the bank doors.
-TK revive by a medic doesn't pop up a complaint message for about 3 seconds. If the medic revies within that time, the message simply does not pop up. Otherwise, it will. Maybe it can be made to pop up immediately still if the medic shoots the teammate's helmet off. (obviously this one can be debated over, but that's the first option that came to my mind)
-Somewhat related to my last point, but with mines. If you say "sorry" within 3 (maybe 5) seconds of a mine TK, no complaint message pops up. (this one is even more debatable, I don't really thinks it's the best option for mine compalints, but it's just an idea)
-Fix those horrible hitboxes.
-Gibbing takes twice (or maybe 50% more) as many shots.
-(I consider this a bug) Any mouse movement done while being revived is registered, even though your view remains forward. So, once you are revived, you are looking in a completely different direction.
Now, I don't know how much of this is possible (mainly the HUD suggestions), but, I figured I'd post ideas that have came to me anyway. Feel free to tell me how bad my ideas are .
HUD:
-If possible, a complete overhaul of the HUD, such as:
--Remove the delay of kills/objective messages.
--Ability to move/remove the kills/objective messages, chat, status indicators, and other items (compass, fire team overlay, etc.).
--The return of cg_hudalpha.
Limbo Menu:
-Hitting enter (+activate) would be the same as clicking "OK". This would be nice for quicker selection of spawnpoints/classes.
General Gameplay Issues:
-Spawning:
--(bug) Setting your spawn to an alternate one in warmup gets reset to default on match start.
--(bug) The need to manually set your spawn to non-permanent spawn locations. (ex: having to set your spawn to the bunker flag on Battery when taken, and vice versa for axis)
--(bug) Spawn flags not being removed when objective is triggered. (ex: axis take the flag back on Oasis when the wall is blown, and the flag stays)
-Weapons:
--Kills with certain weapons not giving XP (akimbo handguns), and not showing any accuracy. And speaking of akimbo handguns...
--Akimbo Handguns enabled on next spawn (or right when they are earned, if that is possible), regardless of being selected in the limbo menu.
--Landmines jump up to waist level when triggered. (the mines being bouncing betty's and all) [yea, duke'ku suggested this first. meh.]
--Unless it would be considered a cheat, have artillery markers on the command map able to be lined up vertically as well for mortar users.
-(bug) Heavy Weapons skill of less overheating carries over into other classes, therefore giving sten users no overheat at all.
-(bug) Once any type of General rank is earned, your rank is put back to Colonel at next map.
-(bug) Kills/deaths being carried over into next round.
-(bug) Gibbed body covering dyno still causes it to be unable to defused.
-(bug) Mines sometimes go off immediately after they are armed. I don't know why exactly this happens, but I've seen it plenty of times.
-(bug) Gun being taken out instead of pliers after dynamite is dropped.
-Removal of XP exploit of planting/defusing at ammo/health crates and at the bank doors.
-TK revive by a medic doesn't pop up a complaint message for about 3 seconds. If the medic revies within that time, the message simply does not pop up. Otherwise, it will. Maybe it can be made to pop up immediately still if the medic shoots the teammate's helmet off. (obviously this one can be debated over, but that's the first option that came to my mind)
-Somewhat related to my last point, but with mines. If you say "sorry" within 3 (maybe 5) seconds of a mine TK, no complaint message pops up. (this one is even more debatable, I don't really thinks it's the best option for mine compalints, but it's just an idea)
-Fix those horrible hitboxes.
-Gibbing takes twice (or maybe 50% more) as many shots.
-(I consider this a bug) Any mouse movement done while being revived is registered, even though your view remains forward. So, once you are revived, you are looking in a completely different direction.
Now, I don't know how much of this is possible (mainly the HUD suggestions), but, I figured I'd post ideas that have came to me anyway. Feel free to tell me how bad my ideas are .