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Re: Gunrunners attacked me! SPOILER![message #67239] Sat, 18 August 2001 08:08 Go to previous messageGo to previous message
Sgt.Slaughter is currently offline Sgt.Slaughter

 
Messages:7
Registered:July 2001
Location: Berlin, Germany
well, now that we're completely OT Smile

Batman, first of all I'm glad that you didn't take offence in my patch to DL. If you would like to inspect what I've changed, I can mail you the weapons.txt directly.The changes are rather small, but made the game better for me.
The new mod is great news. I have been been thinking about this kind of campaign as well. My concept would be to really make advanced guns a prized commodity, like in JA1. Things like mortarshells and LAWS could be pretty much restricted to solving heavy scenarios like having an MG-nest over an area of water and such. I think you could very well lower the damage by about 1 or 2 points on every gun. The thing is that the enemies never wear something like a strikervest=kevlar-leather unless scripted, and damage 31 is quite heavy for a simple rifle. I've lowered the average FA-MAS to 29 in my patch of DL and it plays very well now, actually reqires me to burst more often as headshots become less effective. I would have given this type of gun even less damage in a balanced mod. I have to say that I enjoy JA most when it forces me to take hard decisions, and a good example is the beginning of UB with its shortage of good guns. I would have really liked to see the tech buildup spread over 30 sectors, not just 3. But the fact is that you throw away fun guns like the Calico machinegun once something better becomes available.
Advanced ammo and attachments should be made just as rare. A laserpointer ought to be a rare item, because it is so important to bursting. As with UV goggles, there should not be more than 2 or 3 in the whole game. Well, my ideas for a mod/campaign are along these lines. Do they sound sensible?

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