Home » MODDING HQ 1.13 » v1.13 Feature Requests » What features do YOU want?
Re: What features do YOU want?[message #242420]
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Sun, 24 January 2010 15:36
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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lockieTo pick up on the lighting wants , I'd like to see..
3 Trapped lighting , yes we have flares , but how cool would it be to attack an installation , with a 'short grass killing field' around it only to step on a tripwire and trigger a full 360' lit area.
Pretty much all older mods have this. I don't do it anymore in newer mods because in daylight, it actually acts as cover! (in this respect it would make ssense to be able to define in the map editor to what time of the day items are there and to what time they're not like with npc's.
also ja2 seems to have a quicksand/ deathtrap like feature but it seems disabled/ unfinished from what i can tell.
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Sergeant Major
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Re: What features do YOU want?[message #242421]
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Sun, 24 January 2010 15:41
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Alex_SPB |
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Messages:169
Registered:February 2008 Location: Russia, St.Petersburg |
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ShaDoOoW...learn AI to react on dead bodies(immediately alarm)
already implemented in DDD's mod
Few more features:
- Weapon overheating (like in Night Op-s mod)
- Add individual breath damage value to every caliber
- Ricochet (doubt if possible)
lockieMoveable lighting , having a perhaps timed cone of light following a fixed pattern would emulate a searchlight , perhaps from towers ? (Why does only RR do this {towers} so far ?)
-It would be nice to emulate weapon flashlights the same way [dreaming]
[Updated on: Sun, 24 January 2010 15:45] by Moderator Report message to a moderator
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Staff Sergeant
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Re: What features do YOU want?[message #242423]
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Sun, 24 January 2010 16:11
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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could probably. But personally, i hardly use any lighting anymore. The AI in 1.13 totally can't handle it anymore and in daytime, the player can exploit it by using it as cover. So lights have becme very uninteresting from my point of view
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Sergeant Major
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Re: What features do YOU want?[message #242424]
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Sun, 24 January 2010 16:28
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Thundercat |
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Messages:39
Registered:November 2009 |
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lockie i understand and you are right but i was refering to add those charateristics to current ja2-1.13or better-HAM-wf6.06 game... i believe night ops is a different mod, no? can we integrate other mod's best parts to the main ja? anyway i would like to add a few more ideas...
1. i have been reading about bigger maps but noone mentioned the very important feature in this game that needs development and that is the underground space. oh, my God, we have three underground levels... that means great space since only a tiny part is used. let the fantasy free...
entire facilities, new storylines, deepen the ones existing, many new imp's personality's characteristics could be more evident (claustrofobic etc), we could even have sectors with absolutely no light(amazing battles in dark, you have to have lots of flares with you) and so on, i am sure you can come out with much greater ideas about underground territory.
2. i have no idea, i am afraid it must be very hard coded but i want to ask it anyway: could we have more Deidranna video scenes?(talking to her generals, or other crew, or when you overrun Palmas, etc)
3. when the crepitus come out from the mine they attack troops or civilians, when you pratically are not there, after they win where do they go? they re-enter because afraid of light or something? if not then why don't find them in sector when return? could we have them spread around town and vicinities? entering a sector near cambria for example when you fight a large number of enemies, bloodcats and crepitus, would be nice, no?
4. the same goes if possibly you could add a new plague to face, like devastating spiders or something that move in tens and are very quick, always from rough and evil Deidranna's experiments.
(although i guess it sounds too much)
5. can we have entire armies of robots like madlab's? or they could make part of a certain group of enemies?
there are still so many things although i have to underline that it is not a new mod i am refering but stuff to add in the game above. all the waepon stuff, personality effects, battle resistance etc i see they are deeply discussed and analysed, that is why i tried to share my ideas on other levels. tell me what you think...
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Private 1st Class
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Re: What features do YOU want?[message #242425]
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Sun, 24 January 2010 16:43
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Thundercat
1. i have been reading about bigger maps but noone mentioned the very important feature in this game that needs development and that is the underground space. oh, my God, we have three underground levels... that means great space since only a tiny part is used. let the fantasy free...
entire facilities, new storylines, deepen the ones existing, many new imp's personality's characteristics could be more evident (claustrofobic etc), we could even have sectors with absolutely no light(amazing battles in dark, you have to have lots of flares with you) and so on, i am sure you can come out with much greater ideas about underground territory.
yes.
I think i can say as much as this: there's a great framework for this being developed. New accesible underground maps of all levels (b1, b2, b3) also enemy placements there. I can't judge when it will see the light of day though, but in the test exe i had, it was working fine.
the problem here will be to design cool underground maps. I'm currently working on that but i'm not really getting into it just yet. Tilesets might have to be assembled or improved, designs have to be tested etc.
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Sergeant Major
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Re: What features do YOU want?[message #242429]
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Sun, 24 January 2010 17:13
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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well thx, but it's not me doing such VERY hard stuff, i just got to test it a while ago.
(reading my above posting once more, it may really sound as though i was. sorry for that.)
But i agree with the best wishes to the devs :thumbsup:
my part of the job would be to then design cool new (underground) maps but it may be quite a bit of work to do something really original there. Though there's a few funny ideas floating around already, but currently beyond the doability threshold :crazy:
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Sergeant Major
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Re: What features do YOU want?[message #243132]
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Wed, 03 February 2010 22:38
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Also,
Switching head attachments using Shift + N makes it so taking off sun goggles and replacing them with night vision goggles takes no action points.
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Re: What features do YOU want?[message #243137]
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Wed, 03 February 2010 23:48
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Coming out of the shady lady, all action points should be drained and energy depleted, but morale should be exceptional.
Imagine walking out and passing out.....
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Re: What features do YOU want?[message #243141]
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Thu, 04 February 2010 00:03
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Intercept's most wanted? Since the "terrorists" are the most wanted and have people scouring the earth for there whereabouts, wouldn't it be feasable to have a reward of more than 20,000? It would be necessary to make taking there life a lot harder.
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Re: What features do YOU want?[message #243168]
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Thu, 04 February 2010 10:03
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usrbid |
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Messages:1506
Registered:December 2008 |
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Quote:Changing weapon in turned based should always cost movement points imo, not a bad idea there
I agree.
One of my (cheat) strategies is to have a CQC style spare, if my main gun runs out of ammo (doesn't even happen that often), I simply switch guns (enemies will also be closer) instead of paying the (higher) AP to reload - cheezy, cheezy, I know...
Also I believe craigmsandy meant to say that switching NVG *should* consume APs when in turn based, and I agree with this as well. I guess whoever wrote the code envisioned that the player could switch while in strategic view, and didn't charge APs based on that "could paradigm".
By the way lockie, how did you like the "item teleport from another sector into your hand during combat" in Demise of Man? I *love* the mod, but that one was a little heavy even for me...
However I *do* like the idea to be able to transfer items between sectors you own while not in turn based, maybe this could be improved by a time delay when the weapons will arrive at their destination (kind of like BR shipments, maybe even send you an email to track it).
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Re: What features do YOU want?[message #243249]
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Thu, 04 February 2010 19:56
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Thundercat |
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Messages:39
Registered:November 2009 |
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good evening everybody, (here in italy it's 19:00)
is there a way to change the unavailable sectors a4, a5, j16, k16, l16, m16 where because of mountains are not accessible and create some new maps (city, military cache etc) upon them?
i do not know if anyone else has already proposed this but since i read a lot on larger and bigger maps couldn't we have bigger cities, (for example +l1, l2 for meduna, +a11 for omerta, +j14 for alma, +o8 for palmas, +b14 for drassen, +h4, f1, i1 for grumm).
something that would increase difficulty could be to create underground sectors for certain cities that you have to clear off from enemies in order to get the right percentage to start training militia. like sectors at the beginning give you something like 3or4% loyalty but after taking over underground you get 15% (obviously we first need those underground developments).
last but not least, although i am afraid some of you could not agree, but i'd like know if during any kind of battle, even the famous mass attack on drassen, can we have all of enemies present at once as they enter, instead of seeing them replaced every round? or at least have an option that we can choose the one or the other?
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Private 1st Class
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Re: What features do YOU want?[message #243268]
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Fri, 05 February 2010 00:43
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adamsun |
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Messages:175
Registered:January 2002 Location: MA, USA |
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It would be nice to have a wide-screen option for screen resolution.
Thanks!!!
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Staff Sergeant
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Re: What features do YOU want?[message #243678]
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Wed, 10 February 2010 01:23
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Sot |
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Messages:85
Registered:April 2009 |
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-Throwing grenades from the "lying"
-Rolls to the left \ right (implemented in NO)
-Variable-frequency of optics in tactical mode. Although it is probably too difficult, as there are optics with smooth adjustment, and there are eg only two values of 3x and 9x ...
[Updated on: Wed, 10 February 2010 15:43] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: What features do YOU want?[message #243748]
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Wed, 10 February 2010 15:21
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Sot |
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Messages:85
Registered:April 2009 |
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Rift in NO made easy: Alt + LMB to the neighboring tile. Animation course has already been done.
If you have any questions on this topic, I can contact the authors NO.
[Updated on: Wed, 10 February 2010 15:35] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: What features do YOU want?[message #243774]
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Wed, 10 February 2010 20:05
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@Dieter
I found that in Demise of Man the AI was crawling around way too much and unrealistically. A lot of times instead of running at me, the y would crawl at me!
Also, straight to prone is an excellent idea! Has it been done? If not it should be fairly easy.
Also 2, does right clicking the mercenary and choosing prone icon still take one through the crouch postition in route to lying prone?
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