|
|
|
|
|
|
|
|
Re: ToDo lists[message #100460]
|
Fri, 12 March 2004 03:07
|
|
Shanga |
|
Messages:3480
Registered:January 2000 Location: Danubia |
|
|
1. externalization of everything possible, including the location & number of cities, mines, militia training ares, body types and animations, etc
2. re-activation and re-use of the never finished features like: trains, movable vehicles, boats, airstrikes, etc
3. multiplayer
4. game res. increase to at least 800x600.
Report message to a moderator
|
|
|
|
|
|
|
|
|
Re: ToDo lists[message #100466]
|
Fri, 12 March 2004 13:24
|
|
Ninth Hour |
|
Messages:33
Registered:January 2004 |
|
|
Good lists so far. I'll add some ideas of my own, though they're not priority "to-do"s. Those involved can always decide when/if they wish to address them, after the important items have been handled.
1) algorithm for damage exported into a modifiable file of some sort. If this is possible, it would be very useful for anyone who wants to tweak the damage system for a specific mod. For instance, not everyone agrees with the "critical hit" model applied in the Rubicon or UC mods. If the damage algorithm were readily accessible and modifiable, anyone can adjust this feature to their own liking. Ultimately, this would allow for greater customization of gameplay balance.
2) Ability to assign different wavs to different melee attacks. At present, all melee attacks, whether unarmed or knifing, share the same SWOOSH*.wavs, and cannot be assigned a different sound without changing melee sounds "across the board". If a unique sound could be applied to different melee weapons, you could conceivably add new types, like sledgehammers, chainsaws, etc.
3) The animations, of course, would be a different matter. The ability to assign new weapon animations without having to replace old ones would be nice.
4) armour protection: currently, armour only protects from ballistic attacks. Armour that can also protect against melee attacks would be nice.(e.g. vests with ceramic inserts do provide protection against stabbing attacks) Depending on how this works, this may mean tweaking code for the weapons or armour.
5) More malleable stats: it may be possible to give items the ability to improve certain stats, either temporarily, permanently, or as long as they are equipped. This feature would be more for those who like energy or regen boosters and want chems that can also boost Strength, Agility, or Dex. Items could also be given the ability raise the three cardinal skills.
6) Max burst size: this has been mentioned already, but the main problem I see with this would be the addition of more bullet animations. Imagine a burst size of 20. Is anyone really going to show the path of all 20 bullets as they exit the barrel of the gun? So burst size may still have to be constrained, unfortunately.
7) More lighting effects: currently, lighting is not completely realistic, as explosions do not illuminate the surrounding squares. This is not important during the day, but at night, it may make a difference. For instance, if you destroy a tank at night, the flaming wreckage should illuminate at least a 5-10 square radius, revealing any enemy infantry positioned nearby (currently, it does not- you see flames which do not shed light). Explosions from grenades and mortar shells should also light up a certain number of squares momentarily.
Report message to a moderator
|
Private 1st Class
|
|
|
|
|
Re: ToDo lists[message #100469]
|
Fri, 12 March 2004 18:25
|
|
Kaerar |
|
Messages:2021
Registered:January 2003 Location: Australia :D |
|
|
Quote: Ability to assign different wavs to different melee attacks. At present, all melee attacks, whether unarmed or knifing, share the same SWOOSH*.wavs, and cannot be assigned a different sound without changing melee sounds "across the board". If a unique sound could be applied to different melee weapons, you could conceivably add new types, like sledgehammers, chainsaws, etc.
As an advancement on this would it be possible to make all weapons have individual sounds, by pointing their records to the correct wav file, and also for burst fire. Thus allowing different weapons to use different sounds without the ammo limitation!
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: ToDo lists[message #100485]
|
Mon, 15 March 2004 01:18
|
|
Raymondo2000 |
Messages:1
Registered:December 2003 Location: United Kingdom |
|
|
How about adding some more homemade or self-made items like bombs, grenades, traps or weapon attachments.
It would make you feel more like a merc making weapons from normal objects.
Report message to a moderator
|
Civilian
|
|
|
|
Re: ToDo lists[message #100487]
|
Tue, 16 March 2004 01:06
|
|
KIA |
|
Messages:92
Registered:November 2002 Location: Virginia (USA) |
|
|
If you can crack the limits on items and item combinations it would be possible to have more creativity. For example, if you could find an aluminum bar, it might not only be possible to make a barrel extender / flash suppressor but also a silencer or even a single-shot rocket tube (law - with rocket, of course) - given sufficient mechanical skill and a machine shop. With steel stock and a grinder, you could make a knife or a mini-crowbar, or maybe even a crossbow springleaf, sword spear or other weapon. A small pipe plus rubber bands, a wood block and a nail can be used to create a zip gun. Gasoline and bottles = molotovs again, but gas could also be used to create roadside traps with a 50-gallon drum and a detonator. Creative possibility can lead to more interesting scenarios like where one must enter a hostile zone unarmed and unequipped, then find or steal items sufficient to allow attacks to be mounted. Again, there's nothing which would require the team to implement all such items, but if the list can be opened for modders to create such items on top of the ones which already exist (rather than just changing identities of existing items), that would be very cool indeed.
Report message to a moderator
|
Corporal 1st Class
|
|
|
Re: ToDo lists[message #100488]
|
Tue, 16 March 2004 01:10
|
|
KIA |
|
Messages:92
Registered:November 2002 Location: Virginia (USA) |
|
|
P.S. Bearpit - I don't necessarily like the idea of limiting advancement. If people want to go solo, they need to be able to advance and it's logical and fair for them to advance more. Also, what would be really cool is if the team could develop a "strategic overlay" which would allow multiple scenarios to be played, i.e. the overview would be of a private mercenary group which had multiple missions. When a mission was chosen, the game could load a given overland map i.e. JA2 classic, JA2:UC, UB, etc.) Then every mod could be played (and new ones of different sizes and goals could be added) if the player wanted to while maintaining character and mercenary progress. Think BIG!!! (Probably too big, but hey, what the heck!)
Report message to a moderator
|
Corporal 1st Class
|
|
|
|
|
|