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Post by shexpeare on Apr 10, 2011 16:11:42 GMT 1
It would be fun with a mod that changes your starting weapon after a number of kills with your current starting weapon. I remember a similar mod in Counter Strike called GunGame. But in the CS mod you upgraded your weapon after a number of kills. My idea is to do it the other way around. Your start with a DBA and have tp work your way down to the handaxe as starting weapon. First player that manages to get a number of kills with the handaxe wins the game. Lets say a game starts in Hildir and there are no weapons on the map. Everybody spawns with a DBA. When a player gets 5 kills he will respawn with a DBH. And after 5 kills with the hammer he gets a DWS. After that sigurd, etc. There should be an ini file where you change the game settings. Like specifying the weapons players get at spawn and the required number of kills to get a new weapon. Maybe also limit for deaths. If a player got a new weapon and dies 10 times before reaching the next limit, he will go back a step and spawn with the weapon he had earlier. The point with getting a worse weapon is that it gets harder for top player the closer he gets to win the game. Less skilled players (aka noobs) would also have a chance to get more frags when they usually have a better weapons. (I can imagine a new player sometimes finds it a bit hopeless in a normal DM.) I have no idea if a mod like this is possible to make. But at least it's an idea for all you coders (that would be Kari and Mund )
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Post by =[VnB]=BM* on Apr 10, 2011 20:29:49 GMT 1
I like the idea. Although I wonder how it will work if more people are fighting in the same room. Imagine, you have a dba.. you kill someone and you get a different weapon, but you risk your own life because you'll lose your current timing when a new weapon respawns. Someone else might be aiming for you and kill you instead during that time. Imagine that happening the whole time when more players are playing in a small area, just wondering how this will work Also, small weapons have less damage... do 1 hit kills with for example a romansword count too when someone has 10% of his healthbar left?
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Post by shexpeare on Apr 10, 2011 20:49:53 GMT 1
I like the idea. Although I wonder how it will work if more people are fighting in the same room. Imagine, you have a dba.. you kill someone and you get a different weapon, but you risk your own life because you'll lose your current timing when a new weapon respawns. Someone else might be aiming for you and kill you instead during that time. Imagine that happening the whole time when more players are playing in a small area, just wondering how this will work Also, small weapons have less damage... do 1 hit kills with for example a romansword count too when someone has 10% of his healthbar left? I havnt thought of all the details yet. When a player reaches the required limit for a new weapon, he should immediately respawn with the new weapon. So the weapon wont change during a battlle. Im not sure what would be the best solution for weapons with lower damage. First thing that came to me was to use limits based on how much damage you done with a weapon and not how many kills. Or combining it like 300% total damage and then one frag to get a new weapon. Other solutions are more than welcome.
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Post by mundas on Apr 11, 2011 7:22:44 GMT 1
great idea. It would take about 10 minutes to make this if youre interested. about the problem mentioned above: the damage his dba deals could simply be reduced after each kill that is above the weapon change limit. Or alternatively, he could slowly lose health over time until dead.
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Post by Karigard on Apr 11, 2011 11:46:07 GMT 1
Nice idea.
I agree with mundas. This should be relativly easy to make. However, you should work out all the details before it gets made. And the mod also needs a name.
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Post by shexpeare on Apr 11, 2011 16:17:13 GMT 1
Nice to see this response. I sure am interested in a mod like this. I havnt figured out all necessary details. But some thoughts I had... Lets call the number of starting weapons a player can get for Levels. (Makes it easier to explain) The scoreboard.The first player who goes through all levels and gets required kills at the last level wins the game. Is there anyway to display the levels players reached in the scoreboard? Like adding a column for it. In that case the values that shows kills/fraglimit (in the top-right corner) in DM should also be changed to level/limit. Or should the mod use normal fraglimit? If there are 5 levels and required kills for levelup is 5 would set the server to fraglimit 25. So if you see a player with 7 frags in the scoreboard you know he reached the second level. Settings in ini.What settings would be possible add? Number of levels. Specify weapon (and maybe shield) for each level. Fraglimit to levelup (would be handy to be able to have different limits on the levels). Deathlimit to go back a level. Timelimit. No weapons/food from map.There cant be any weapons or food on the maps. A killed players weapon should not drop so other players can use it. Or just remove the possibility for a player to pick up anything from the map. Disable throwing. Weapons with lower damage.Im actually not sure if anything has to be changed here? I like the fact that you can get a cheap frag on a damaged player. Maybe its just me? +1 level after spree.If a player gets all required kills for levelup in one spree. He steps up an extra level. And the mod also needs a name. I have no idea. I'll try to come up with some fancy mod name.
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Post by mundas on Apr 11, 2011 16:49:18 GMT 1
my suggestion: one column "kills required for next level" (this doesnt have to be on scoreboard, i suppose showing it individually on the huds is enough - or do people care about this statistic for other players?) and one collumn "current weapon" which contains "DBA", "VBS", etc.
generally i would use as many deathmatch elements as are already available. we dont need an extra timelimit, the normal server timelimit will do. going back levels? i see problems with this, imagine people going on suicide sprees in order to get better weapons...also, this is a reason to calculate the level from total kills performed, not frag count. specifying the number of levels in the ini is not neccessary. the mutator sees how many weapons you added to the ini and can calculate the number from this. i would suggest two settings, Weapon[0]...Weapon[10], which specifies the weapon for the according level, and FragsToReach[0]...[10] which contains how many kills must be performed to reach this level (note that you can use this in two ways; you can either give people better or worse weapons over time, or even different, equally good weapons).
i think there can be food, if you use the method i meantioned above (people get "poisoned" once they reach the limit and start losing health rapidly). so players can extend their good weapon usage by trying and getting food. i would remove shields and yes, throwing and dropping must be prevented.
weapons with lower damage? maybe not a good idea.
+1 level after spree? i think its a bad idea. remember that people do NOT want upgrades. they will just suicide or get killed on purpose before getting sprees, and thats not what we want.
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Post by shexpeare on Apr 11, 2011 23:29:35 GMT 1
Lets skip the 'going back level'. You seem to have the levels and limits figured out and it sounds good to me. Would it be possible to add shield in the weapon setting? How about adding randomizing? So after required kills the player gets a random weapon. Its hard to know what works best before you actually played it. If the players start losing health it might be a good idea to have food. That makes sense when you look at it that way.
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Post by shexpeare on Apr 12, 2011 0:32:09 GMT 1
More thoughts and ideas...
Is there any way to make it so players can see the server settings, weapons for each level + required kills to level up?
And/Or see how many more kills he needs to reach next level. So everytime a player respawns some text message says, "2 more kills to level 3: WorkHammer".
How about a message when a player reaches a new level? Something like, "Ragnar reached level 2: VikingAxe'.
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Post by mundas on Apr 12, 2011 9:17:54 GMT 1
i guess that can be printed under the scoreboard
i would display the number of required kills for level-up on the hud, probably under the frag count
ye that can be done
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Post by Zyroloth on Apr 12, 2011 17:52:52 GMT 1
Aye aye, looks great!
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jesperrr
Junior Member
True wisdom is based on direct subjective experience. Objectivity is truth denied.
Posts: 51
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Post by jesperrr on Apr 23, 2011 10:36:35 GMT 1
hm I'm not sure about the idea with going back levels after a certain amount of (around 10) deaths ... but talking about DEATHS ... maybe it could be handled like this that if a player has died a certain "X" amount of time with his current weapon before reaching the next levelup will not go back to a previous weapon, but instead his remaining kills required to reach the next weaponlevel might just be zeroed, so that he will simply start with the current weapon from ZERO again...
There are so many options for this mod, I guess it's difficult to fulfill. I'm not an expert in this matter. By the way.. me and BM have thought about another interesting mod yesterday which might be worth discussing about later on when I have some time to post again :-) I'll post later :-)
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Post by Trouble* on May 2, 2011 23:39:21 GMT 1
go go mundas, if you make all these mods like you can, you could release a complete new version of rune with all these fancy mods. imagine contacting humanhead as they see what players made of the game, they'd be like wtf?!
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Post by shexpeare on May 5, 2011 12:34:30 GMT 1
Nice idea. I agree with mundas. This should be relativly easy to make. However, you should work out all the details before it gets made. And the mod also needs a name. It believe we have most of the details figured out now? But I still haven't been able to come up with a good name for the mod. Any suggestions?
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Post by =[VnB]=Wrath on May 10, 2011 12:19:09 GMT 1
I must say I like the idea for the mod.
Is it just me or does shex and mundas have a slightly different vision of the mod?
I believe Shex had the idea that the goal of the mod was to get a set amount of kills with the worst weapon in order to win. I.e. you were required to get downgraded to the worst weapon before you could win. In this case people would want to downgrade their weapons since it's the only way to win the game. And it would make sense to avoid getting your weapon upgraded through consecutive deaths.
While it seems to me that Mundas vision was to have a DM-game where you get downgraded weapons based on kills, but there is still a score limit. Let's say the score limit i 20 and the kill limit to downgrade is usually 5. With the added idea of poison, a player could score 7 kills with a DBA, get downgraded to a workhammer and score 8 kills, then get downgraded to a sigurd axe and get the last 5 kills.
Then again, maybe you two were on the same line the entire time and I simply misunderstood... either way both variations could work. While I like the exotic nature of the "shex version" the gameplay would perhaps become tedious and a bit hard for newbies.. while the "mundas version" is a bit more straightforward, not as far-out, and perhaps holds better gameplay value and would make for a more intense match.
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