Some ideas i had...

Some ideas i had...

Postby Mogthor » 05 Aug 2011, 16:36

Hey guys, its Mogthor...

So I got this game a few days ago and have basically been playing it nonstop till now. I used to play Cube 2 and got used to that so playing this game was not difficult for me.
But back on topic I just had a few ideas that I think would add a lot to the game. The first one is the ability to change your cross hair in game like you can in cube 2. I do not like the cross hair, I just have a hard time using it. I would prefer a dot with a circle around it like I have in cube 2, or just a 1 pixel dot like I have in Urban Terror. Another idea I had was to have weapon mutators just like you have map mutators. Weapon mutators, as I see them, would give you the ability to change the alt-fire on all your guns. You would lose the original alt-fire, but replace it with what you wanted. For example putting a ACOG scope on the SMG would give it better range, but you would lose the close range attack that it previously had. Or the laser rife could have a charge shot that did some splash damage when it hit something, but you wouldn't have a scope. The weapon mutators would be balanced so that a mutator is no more powerful than the original alt-fire. The other idea is a crossbow weapon that is similar to the laser rife but instead of shooting a hitscan line it would shoot a bolt that moves at about the speed of a pistol shot or something, with the bolt being a one shot kill. This would also ad another weapon that could be used in medieval mode.

Tear this apart, chew it up, think about it, what ever, just share what you think!
Cheers, Mogthor
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Re: Some ideas i had...

Postby Kitsune » 06 Aug 2011, 02:00

Crosshairs are changeable with /crosshairtex <path> and /hitcrosshair <path>, and now with YaRo's crosshair changer. as for the stuff like the acog scope, etc... 1) this isnt cod so please dont try to make it that, 2) i've done something similar before with my scripted configs, but those weren't pickup based. the rifle isnt actually hitscan, you can slowdown the speed of the beam, its just an elongated particle shot really fast. the crossbow weapon (HL much?) could be done and i'm sure you can already put other weapons in Medieval mode as it is.
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Re: Some ideas i had...

Postby Mogthor » 07 Aug 2011, 15:48

Oh! Thanks for telling me that! Does the path start in the main RE folder? (sorry I'm sort of a noob with paths) And never fear, I know the difference between a deathmatch/Quake/Unreal Tournament style game and a tactical game, I was just trying to thing of ways to make the game more deep, and I liked the mutator method and thought it would be cool to apply to weapons. Sorry, I didn't realize that the rifle isn't hitscan. And yeah, I don't have very much originality so I have to try to pull things from other obscure games...But it would be a nice fit for Medieval mode, because if you put any other gun in it wouldn't fit:

Villagers: Kill him! He's a Witch!
Medieval mode player: No I'm not! I just spawned with plasma gun, its not my fault...
Villagers: Kill him!
*Villagers charge Player*
*Player freaks out and launches the big blue ball o' hurt*
*10 Villagers were shown the light by Player*

(Yeah I also suck at making plays and jokes....)
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Re: Some ideas i had...

Postby fluxord » 08 Aug 2011, 22:00

Mogthor {l Wrote}:Villagers: Kill him! He's a Witch!
Medieval mode player: No I'm not! I just spawned with plasma gun, its not my fault...
Villagers: Kill him!
*Villagers charge Player*
*Player freaks out and launches the big blue ball o' hurt*
*10 Villagers were shown the light by Player*

(Yeah I also suck at making plays and jokes....)

:lol: Actually that was quite funny (I'm sure that you've meant *wizard* not *witch*).
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Re: Some ideas i had...

Postby nicoxxl » 20 Aug 2011, 22:40

Hey great idea! I like the weapon mutator!It can improve the tactics.
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Re: Some ideas i had...

Postby inpersona64 » 23 Aug 2011, 00:27

This isn't on topic, but I was reading fluxord's sig and says that nades will be able to stick to players...finally :D
SEMTEX!!! lulz
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Re: Some ideas i had...

Postby fluxord » 23 Aug 2011, 03:12

inpersona64 {l Wrote}:This isn't on topic, but I was reading fluxord's sig and says that nades will be able to stick to players...finally :D
SEMTEX!!! lulz

I read those comments on qreeves' commits of the SVN version, I put them on my sig just to let everyone know the good news that are coming ;)

--edit
I deleted the comments from my sig.
Last edited by fluxord on 24 Aug 2011, 05:17, edited 1 time in total.
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Re: Some ideas i had...

Postby Phy83r0pt1k » 23 Aug 2011, 06:07

well didnt the grenade stick in 1.0? same for the flamer?
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Re: Some ideas i had...

Postby inpersona64 » 23 Aug 2011, 06:25

Phy83r0pt1k {l Wrote}:well didnt the grenade stick in 1.0? same for the flamer?

I've only got the grenade to stick ONCE in the beta. It was incredibly hard. I just happened to throw it under the arm that carries their weapon and it was stuck there. lol
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Re: Some ideas i had...

Postby Ulukai » 23 Aug 2011, 15:42

Sticky grenades was my favorite feature in Halo, glad to see it coming to Red Eclipse! I've been trying it in 1.0 before too, but I noticed it didn't work ^^
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Re: Some ideas i had...

Postby Phy83r0pt1k » 23 Aug 2011, 19:14

It was right-click in 1.0 and the feature isn't new at all, before 2746 they were already sticky, then 2746 made them unsticky followed by 2747 which brought back the stickyness.:

[2747]: changed grenade primary fire to explode on impact and made secondary fire ...
changed grenade primary fire to explode on impact and made secondary fire able to stick to players
By qreeves — 08/01/11 09:33:26
[2746]: changed grenade secondary fire to explode on impact
changed grenade secondary fire to explode on impact
By qreeves — 08/01/11 08:17:31
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Re: Some ideas i had...

Postby qreeves » 24 Aug 2011, 01:05

They were sticky to walls and stuff, but they have never been able to stick to players until now. For the record, it isn't extremely accurate, but I thought people would appreciate being able to do it despite the fact. I'm still thinking of a good way to go about doing it, so consider it a beta-ish concept.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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Re: Some ideas i had...

Postby Phy83r0pt1k » 24 Aug 2011, 03:06

I always got them to stick in lan game when setting them to bounce off the people and sticky.
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Re: Some ideas i had...

Postby fluxord » 24 Aug 2011, 04:26

qreeves {l Wrote}:They were sticky to walls and stuff, but they have never been able to stick to players until now. For the record, it isn't extremely accurate, but I thought people would appreciate being able to do it despite the fact. I'm still thinking of a good way to go about doing it, so consider it a beta-ish concept.

Imagine this: stick grenades to teammates and let them run into enemies = "suicide bomber" :lol:
Man I hope this comes in the next release...

BTW, I deleted the comments from my sig... I didn't expected so much attention :p
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Re: Some ideas i had...

Postby fawstoar » 24 Aug 2011, 05:00

fluxord {l Wrote}:Imagine this: stick grenades to teammates and let them run into enemies = "suicide bomber"
Man I hope this comes in the next release...


Oh my goodness yes, quin implement this now. I've been wanting to do this ever since C4 was a viable weapon in first person shooters... this would add another amazing strategy to competitive play.
-Wasabi
Map flythroughs, RE trailers, etc: http://www.youtube.com/playlist?list=PL67578B2BCD99FB7B
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Re: Some ideas i had...

Postby pigoutultra » 24 Aug 2011, 18:27

Has anyone here thought about proximity mines? Something that spawns slowly and has a small blast radius?
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Re: Some ideas i had...

Postby Phy83r0pt1k » 26 Aug 2011, 02:50

they can be done rather easily.
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