Home » MODDING HQ 1.13 » v1.13 Feature Requests » What features do YOU want?
Re: What features do YOU want?[message #242420] Sun, 24 January 2010 15:36 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
lockie
To 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
Re: What features do YOU want?[message #242421] Sun, 24 January 2010 15:41 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
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)

lockie
Moveable 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

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Staff Sergeant
Re: What features do YOU want?[message #242422] Sun, 24 January 2010 15:59 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
Pretty much all older mods have this
Yeah , the 'invisible light towers' ! Can't it be implemented fron an 'in place' ring of tower lamps or something ?

Just noticed RR has a cone (sort of )of light around a streetlamp too . Just really dim , spose that's what powered lighting in Arulco would be , though not around military bases or airports . Very Happy

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Captain

Re: What features do YOU want?[message #242423] Sun, 24 January 2010 16:11 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: What features do YOU want?[message #242424] Sun, 24 January 2010 16:28 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
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
Re: What features do YOU want?[message #242425] Sun, 24 January 2010 16:43 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: What features do YOU want?[message #242426] Sun, 24 January 2010 16:53 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
way to go "scorpion"... great news... i am sure you will succeed i just wish i could do more for all of you.

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Re: What features do YOU want?[message #242429] Sun, 24 January 2010 17:13 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: What features do YOU want?[message #242430] Sun, 24 January 2010 17:24 Go to previous messageGo to next message
HLTVpro

 
Messages:210
Registered:October 2008
Location: USA / PRC
something insignificant:

armor inserts should change armor coverage area in certain ways

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Sergeant 1st Class
Re: What features do YOU want?[message #242435] Sun, 24 January 2010 19:27 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Movement costs .... 1 stop allowing a change of weapon in an 'interrupt' highly unrealistic . you should only really be able to use the weapon in hand for this , or a huge movement cost .
2 Leg wounds should stop all running for length of time until healing , and curtail distance for walking for a period .
3 Torso hits should stop any H2H fighting until healed .

And....... where are those trenches ? Very Happy

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Captain

Re: What features do YOU want?[message #243127] Wed, 03 February 2010 21:38 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Changing weapon in turned based should always cost movement points imo, not a bad idea there Surprised

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Master Sergeant
Re: What features do YOU want?[message #243128] Wed, 03 February 2010 21:50 Go to previous messageGo to next message
Sot is currently offline Sot

 
Messages:85
Registered:April 2009
XMLeditor you to help

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Corporal 1st Class
Re: What features do YOU want?[message #243132] Wed, 03 February 2010 22:38 Go to previous messageGo to next message
cdudau
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 #243135] Wed, 03 February 2010 23:33 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
One of these days I'll post piccies of Legion 2's gas mask / NVG merc portraits .
Go on , d/l Legion 2 v36 or v37 (can't remember which is latest). You WILL like it !



http://www.legion.zone.zg.pl/doku.php
Just use translator .

[Updated on: Wed, 03 February 2010 23:36] by Moderator

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Captain

Re: What features do YOU want?[message #243136] Wed, 03 February 2010 23:40 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
Switching head attachments using Shift + N makes it so taking off sun goggles and replacing them with night vision goggles takes no action points.


See , I disagree here , cause when in turn-based action , any action you take , and I include changing weapons at an interrupt , should take use up a percentage of points , there is no 'instantaneous'action in real life , so why get actions for free here ?
Maybe we need a 300 AP system....... kidding , kidding Very Happy

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Captain

Re: What features do YOU want?[message #243137] Wed, 03 February 2010 23:48 Go to previous messageGo to next message
cdudau
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 #243138] Wed, 03 February 2010 23:52 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
1. excuse me but tanks aren't they supposed to be able to move? which means they could always make part of any army deidranna sends out against you... or even along with the drassen mass attack... or better they move during battle, consuming though large part of enemy's availlable action points!
is this possible?
2. once you bring to Carmen all heads of criminals, is it possible to hire him too? (although i think voice lines for his dialogues are missing - so i am afraid it is impossible)
3. i would like to see enemies use wire cutting, dynamite, take hostage innocent people to blackmale you etc...
4. animate my own picture and replace it with one of the imp's so that i can be one of them? don't you think it would be cool?

just wondering...

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Private 1st Class
Re: What features do YOU want?[message #243141] Thu, 04 February 2010 00:03 Go to previous messageGo to next message
cdudau
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] Thu, 04 February 2010 10:03 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
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? Smile 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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Sergeant Major

Re: What features do YOU want?[message #243181] Thu, 04 February 2010 11:50 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
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...


Now , I started to dislike this mod , once the Strogg appeared , the lasers/energy weapons ,didn't like the rough animations either and it just broke entirely the 'JA mood' so I gave up , might go back to it , buuuut :whoknows:

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Captain

Re: What features do YOU want?[message #243249] Thu, 04 February 2010 19:56 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
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
Re: What features do YOU want?[message #243268] Fri, 05 February 2010 00:43 Go to previous messageGo to next message
adamsun

 
Messages:175
Registered:January 2002
Location: MA, USA
It would be nice to have a wide-screen option for screen resolution.
Thanks!!!

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Staff Sergeant
Re: What features do YOU want?[message #243350] Fri, 05 February 2010 20:35 Go to previous messageGo to next message
Sot is currently offline Sot

 
Messages:85
Registered:April 2009
Regarding the firing of under-barrel grenade launcher and the like.
In JA grenade fell on the ground is sliding to the target unnatural way. Hence - the inability to dislodge the enemy from behind the rocks, boxes and other shelters, which actually is the type of grenade launchers in particular ... There may at the moment the flight model is good and grenades in case of smoke, tear-gas grenades and mustard, but hand grenades to blow up instantly in the collision with the ground (there are of course still bouncing:)). Is it difficult to fix this?

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Corporal 1st Class
Re: What features do YOU want?[message #243388] Sat, 06 February 2010 08:20 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Oh, before I forget, Demise of Man has controled dual auto which spreads to the next enemy if applicable, everyone should try this and you will never want to go back, hopefully we will get the code for this into the SVN.

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Sergeant Major

Re: What features do YOU want?[message #243585] Tue, 09 February 2010 03:18 Go to previous messageGo to next message
Sot is currently offline Sot

 
Messages:85
Registered:April 2009
-I would like the AI has become more sophisticated, such as for example in mod Night Ops (this is not advertising Smile ).
-And yet it would be nice if the enemy retreated, and often in large groups (eg% of the retreating enemy soldiers can depend on them "steep ": yellow retreat when casualties ~ 25-30%, red ~ 50-70% gray (special forces) ~ 70-80%).
-Add parachutists. In my opinion in what that mod is the corresponding animation.
-Ability to charge different grenades in multiple launchers (aka GM-94), as is done in the Night Ops (again this is not advertising Wink ).
-Overheating weapons (well you've seen in any mod, it is implemented Wink ).

[Updated on: Tue, 09 February 2010 04:15] by Moderator

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Corporal 1st Class
Re: What features do YOU want?[message #243678] Wed, 10 February 2010 01:23 Go to previous messageGo to next message
Sot is currently offline Sot

 
Messages:85
Registered:April 2009
-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

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Corporal 1st Class
Re: What features do YOU want?[message #243700] Wed, 10 February 2010 08:28 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Oh and Sot talking about moving, it would be great to change direction while lying prone without having to go through the crouching position, but unlike it is done in Demise of Man, I would like an animation for the position change and maybe even different AP cost (especially if we are in the 100 AP system), which also means there would be two ways of changing positions, which in turn may require a key combo, something like L then SHIFT+LMB to change prone position without crouching.

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Sergeant Major

Re: What features do YOU want?[message #243748] Wed, 10 February 2010 15:21 Go to previous messageGo to next message
Sot is currently offline Sot

 
Messages:85
Registered:April 2009
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

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Corporal 1st Class
Re: What features do YOU want?[message #243774] Wed, 10 February 2010 20:05 Go to previous messageGo to next message
cdudau
@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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Re: What features do YOU want?[message #243779] Wed, 10 February 2010 20:38 Go to previous messageGo to next message
Sot is currently offline Sot

 
Messages:85
Registered:April 2009
-Ability to charge the rifle magazines in different capacities (eg 10, 20, 30 rounds of 5.56);
to charge the machine guns as tapes and magazines, for whom it is possible of course (in fact the same as in the first paragraph).

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Corporal 1st Class
Re: What features do YOU want?[message #243808] Wed, 10 February 2010 22:47 Go to previous messageGo to next message
Sincleanser is currently offline Sincleanser

 
Messages:60
Registered:November 2009
Location: Houston

I really have about no idea what you could be talking about Sot. Care to explain it a bit better?

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Corporal
Re: What features do YOU want?[message #243816] Wed, 10 February 2010 23:34 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
I think it's another request for a more sophisticated ammo system.
You know separate items for bullets / magazines, being able to use magazines with different capacities in one gun...
essentially having the choice between standard 30-rd mag or 100-rd c-mag without having to use attachments like "c-mag adapter" or merges as in AIM.
Probably including different ready / reload costs for different sizes so it would really be a tactical decision which one to take instead of 'highest is best'.

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Captain

Re: What features do YOU want?[message #243882] Thu, 11 February 2010 09:20 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Hi DepressivesBrot, Have you tried Smeagol's Alpha Item Mod (AIM) for WildFire yet? He was able to do the c-mag adapter thing very nicely by making it a new gun with a 100 round capacity thus eliminating the permanent attachment slot.

You can find AIM here if you like to try it out, it is a completely new game experience, you will be pleasantly surprised, I swear. Many, many new and cool features e.g. battle scope reflex sight combo :drool:

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Sergeant Major

Re: What features do YOU want?[message #243896] Thu, 11 February 2010 11:52 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Actually I am playing with AIM (and DDD's mod) for quite some time now.
Just wanted to give Sincleanser an overlook what the (probable) intention of Sot was.
And, well, the merges for hi-cap weapons or aiming modules are just workarounds, as the 4 attachment slots are quite limiting with the dozens of possible attachments we have now in basic 1.13 and even more in the item mods.
Don't misunderstand me, I really like AIM, it's probably the best we can get with the current system. But I think we would have needed something like NGAP (I know theres currently no progress on that one). A new ammo system would be dependent on it, cause who sacrifices another slot, if the current system works?
But I know chances for both are extremely low in the foreseeable future, considering a completely different system would possibly be incompatible to any existing (item) mod and quite a challenge to implement.

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Captain

Re: What features do YOU want?[message #243920] Thu, 11 February 2010 15:37 Go to previous messageGo to next message
Sot is currently offline Sot

 
Messages:85
Registered:April 2009
to DepressivesBrot
thanks for the transcript of my post Smile

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Corporal 1st Class
Re: What features do YOU want?[message #249974] Fri, 23 April 2010 07:32 Go to previous message
pnmartin is currently offline pnmartin

 
Messages:53
Registered:February 2010
What I'd like:

STOMP, and IoV to become standard parts of 1.13 like HAM did
The ability to sort weapons in BR by caliber type
New Body Types (the KL one with the black tactical vest is amazing)
More expansion slots per weapon (6 would be good, the new expansion system mod is even better) and, obviously, I'd like that to be compatible with everything in IoV.


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Corporal
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