[et:qw]: mod-ideas


(nUllSkillZ) #1

Hi,

the game isn’t released at all and I’m already thinking of modifications.

Some ideas:

[ul]
[li]Racing game (obvious)
[/li][list:7f5e950fe0]
[li]armed vehicles
[/li][li]un-armed vehicles
[/li][/ul]
[li]“enhanced” RTS features
[/li]factories for the vehicles as deployables.
There should be some kind of resource.
And may be some kind of (small) techtree.
[li]Commander
[/li]Should be ingame not viewing from above.
Small arms may be only pistol.
Has the ability to direct troops and make suggestions for the deployables.
Could be done like in “Brothers in Arms”.
Point to a point in the map (may be with binoculares) then select the action from some kind of “action choice” menu (similar to the “voice chat” menu).
For example “a11” could mean “1 = deployables, 1 = anti personnel turret”, “a21” could mean “2 = team, 1 = engineer”.
Then a mark with an icon corresponding to the choosen action would appear on the point in the map.
May be the mark could be assigned to a team member (like in “RTCW:Bani”-mod).
If the team follows his suggestions he would be rewarded with experience points.

Not sure if ET:QW is also too fast for a commander (like W:ET).
[li]WW II mod
[/li]Not one of my ideas but has already been discussed here in the forums:
39-45 mod for ETQW??
[/list:u:7f5e950fe0]


(B0rsuk) #2

About ‘commander’ feature you suggest: probably redundant with what Splash Damage implemented; solo assignments, information autmatically spreads etc.

My mod, If I manage to do it, will have stuff like that:

  • medics can’t pickup their own medpacks. Health regeneration a bit faster to compensate.
  •  -3 exp penalty for suicide with explosive weapon, to stop rewarding people who blow themselves up with just 1 victim.
    
  • no exp for disguising, but higher rewards for kills while disguised. In W:ET, ghouls/vultures spend too much time dressing, often when enemies are nearby and teammates need help. Not to mention it slows you down a lot. If you can’t benefit from disguise, you shouldn’t get exp for it.
  • not possible to complain about landmine TK
  • Remove smoke handgrenades from Covert Op. Covop’s rifle gets a grenadelauncher attachment; the grenade is a smoke grenade. (because smoke grenades are underpowered in W:ET and I have reasons to suspect they won’t be better in ET:QW. Think about large open spaces and short throw distance). Smoke grenadelauncher doesn’t need to be on sniper rifle too, because sniper rifles and smoke don’t like each other.
  • reward engineers not just for blowing up objectives, but for planting at objective. (only first 2 dynamites). This is to discourage behaviour like in Gold Rush where expwhore engies repair tank instead of blowing barrier.
  • new kind of fire support: smoke screen artillery.
  • you get less Light Weapons skill for a kill, BUT you get some additional xp for damage you deal.
  • rifle grenades give you Light Weapons exp instead of engineer exp. This should make Best Engy reward more meaningful. I fail to see what has rifle grenade to do with engydom. Engyhood. Whatever. It can have negative effect on gameplay, because engies who use grenades a lot are often incapable of building an objective quickly.
  • exp for finishing fallen enemies (if possible, only if an enemy medic is not too far)
  • many various exp tweaks.
  • many map-specific tweaks, mostly related to xp/encouraging proper behaviour.
  • NO K/D stats in score tables; if you want, write your own parser and parse client output.

…but actually I hope ET:QW is so well planned that the changes I mentioned above would be redundant.


(Rhoades) #3

I really want to see a world war two mod with this technology. It would look beautiful.


(kamikazee) #4

I guess that custom mods rarely come close to the beaty of commercial games. (Take the CoD series, only PoP seemed to got close to it but they stopped.)

On the other hand, mods can experiment where games can’t go.


(nUllSkillZ) #5

In my opinnion this breaks gameplay rules:
“If I need something and run over it it will be picked up.”
So why shouldn’t this be possible for medics and their own health packs.
Although they would be able to pick up other medics health packs.
Would also mean that a field ops would not be able to take their own ammo.
Illogical.


(Fab) #6

A Vietnam themed mod would be great; if QW handles folliage well. Id love to see a chinook flying in to drop of artillery etc…


(kamikazee) #7

[quote=“nUllSkillZ”]

In my opinnion this breaks gameplay rules:
“If I need something and run over it it will be picked up.”
So why shouldn’t this be possible for medics and their own health packs.
Although they would be able to pick up other medics health packs.
Would also mean that a field ops would not be able to take their own ammo.
Illogical.[/quote]I would mod this so that there’s no regeneration. (Fd Ops doesn’t generate ammo for himself, does he?) Regeneration is quite an advantage in firefights.
Then one could say that a med does not pick up his own medpacks but has a special weapon which only heals players closeby or himself when nobody is in front of him. The improvement is that he can’t camp on top of a pile of medpacks and will be vulnerable when he’s healing himself. This does not solve the used-my-chargebar-for-myself-problem, but at least it stops him from camping a place without problems.

If you would then like to make the Field ops comparable, I’d give him an opened ammobox which he can take ammo from. Again, he wouldn’t pick up his own ammo but only take what he needs.


(B0rsuk) #8

[quote=“nUllSkillZ”]

In my opinnion this breaks gameplay rules:
“If I need something and run over it it will be picked up.”
So why shouldn’t this be possible for medics and their own health packs.
Although they would be able to pick up other medics health packs.
Would also mean that a field ops would not be able to take their own ammo.
Illogical.[/quote]

Sure it does. But I’d do it solely for balance purposes - if medic in ET:QW feels anything like medic in W:ET. I don’t have a problem with fact that medic is able to heal himself, but that he can do it far too quickly. After some heavy fire exchange medic reaches cover. 3 seconds later you come around corner and ambush him, but he’s at full health again. My reasoning is that medics who rely solely on (slightly faster)regeneration would either have to fight like real men, or run away and gradually heal. And it’s not like regeneration doesn’t have its advantages - it’s completely silent, it works while you wield a weapon.
On the other hand, medics may not be so overpowered in ET:QW because of much more open spaces/less cover and heavy machinegun/hyperblaster not available to medics. So perhaps the change won’t be necessary.

Besides, the rule you mentioned is quite quirky, too. If I’m out of ammo, I can’t pick up a sten because that’s what covert op uses. If I’m a covert op, I can’t pick up a K43/Garand without scope even if I don’t expect to use grenades. Which is really dumb IMO.
It won’t get better in ET:QW. I suppose no human weapon can be picked up by a strogg and vice versa. I’d hope the same goes for vehicles, just to reduce unnecesary confusion.

more ideas:

  • ability to view enemy health exclusive for medic(thematic) or covert op(gameplay - would promote sneakiness and preying on weak).
  • completely silent footsteps as an exp reward for covert op.

kamikazee: in my opinion you overestimate value of regeneration in firefights… unless you meant picking up medikits. Regeneration is 3hp/sec in W:ET. A bullet is 14/15/18(thomp40)/20/34. And you can fire 5 bullets per second last time I checked - thomp40. So W:ET regeneration (not medikits) only help between fights, when it’s silent and safe.

About field op: it may be not exactly realistic, but it doesn’t cause sillyness/balance problems. Vast majority of players still die before they run out of ammo.


(Sauron|EFG) #9

I’m sorry, but are you talking about modding a game that’s not even been released yet for “balance purposes”?

Is that how much faith you have in Splash Damage doing their job?


(kamikazee) #10

It are mostly ideas on how to make it different to W:ET. How the game itself turns out is still a question.

MAybe it could still be possible to make a small W:ET mod out of it?


(ParanoiD) #11

:notworthy:

I really like this idea. I always found red Alert cool to play. ET is also the best game on earth. ET:QW will be even better. Then add this and ET:QW is really pwning. Hmm can’t wait to build tech centre and get a tesla trooper or tesla coils :eek:


(nUllSkillZ) #12

In this idea it should still be a FPS.
But as described with enhanced RTS features.

I’ve also found an UT2004 mod that makes a RTS game out of the FPS:
USkaarj

Also a nice idea.


(HellToupee) #13

remove lts airstrikes an arty so they have to fight like real men to? remove panzas so they have to fight like real men to? remove …


(Shanks) #14

[quote=“nUllSkillZ”]

In my opinnion this breaks gameplay rules:
“If I need something and run over it it will be picked up.”
So why shouldn’t this be possible for medics and their own health packs.
Although they would be able to pick up other medics health packs.
Would also mean that a field ops would not be able to take their own ammo.
Illogical.[/quote]
Now I don’t agree with the no self medpacks, which means I agree with you to an extent, but (assuming that medics get no regenerating health) I’d rather have my health regenerate over time and save my chargebar for teammates than have to pack up just so I can get x amount of health.
I’ve experienced this behaviour in the whaleclient and IMO it isn’t that great. Instead of a single rambo you’re fighting two rambos who pack eath other…


(kamikazee) #15

In my opinnion this breaks gameplay rules:
“If I need something and run over it it will be picked up.”
So why shouldn’t this be possible for medics and their own health packs.
Although they would be able to pick up other medics health packs.
Would also mean that a field ops would not be able to take their own ammo.
Illogical.[/quote]
Now I don’t agree with the no self medpacks but (assuming that medics get no regenerating health) I’d rather have my health regenerate over time and save my chargebar for teammates than have to pack up just so I can get x amount of health.
I’ve experienced this behaviour in the whaleclient and IMO it isn’t that great. Instead of a single rambo you’re fighting two rambos who pack eath other…[/quote]You can still have two rambo’s pack each other, even if they can’t pick up their own packs.

Seems you should make it that medics can’t use medpacks at all and only live in regeneration for that to stop… :confused:
It’s radical and illogical, but the upside is that medics would at least be able to hand out health at non-medics. Risk could then be that fd ops becomes a rambo class and that they go camping at the medic stands.


(Joe999) #16

lol, i’ve just read someone’s doing a sonic the hedgehog mod with the quake 4 engine. i suggest they switch to the et:qw engine, could be ideal for running fast in a very large landscape :slight_smile:

i’d like to see an axis vs allies mod, but it plays in the distant future, axis try to take over again or sth like that. the only “concern” i’m having with qw is that from what i’ve seen it looks too serious. ET itself had a touch of fun in it with eg the axis vsays … “i’m a soldat” :smiley:

i wonder if it’s easily moddable to have 3 teams in QW: axis, allies, strogg … axis have captured a crashed strogg spaceship and want to abuse it’s technology, strogg want to get it back, allies declare all as “axis of evil” (as it’s called before george w invades a country) and try to stop them both from taking over the world … could be fun :clap:


(Joe999) #17

i think about something like in the movie “The Great Race”: teams of two or three peopz play together, goal of the game is to race through a very large racing map to some big X on the map where the gold is buried which the allies stole from the axis in goldrush, weapons aren’t in the game, but every dirty trick is allowed like pushing another vehicle away on the street or destroying a bridge with dyna or a satchel n such. could be a fun inbetweener imo if it’s well balanced :smiley:


(Nail) #18

I think for a racing game (great idea) that everyone will have to be a driver, I don’t think you’ll find many people who will want to be engineer in case they have to fix a bridge, racing is about driving, but certainly different courses/maps for each type of vehicle, tank races where you have to blow obstructions on the way, pylon races for flyers, quad races look to be the most fun though


(Joe999) #19

of course you have to combine classes, eg everyone can blow up some dyna n such. the best of it: this is ideal for mapping noobs like me. it all focuses on gamedesign + megagen landscaping. of course balance is important like eg slower vehicles can drive through water whereas the faster husky has to drive up a mountain serpentine and cross a bridge n such. a variation might be that you have to eg load some dyna on your vehicle at the start and drive it through the landscape until you reach the finishing line. if the dyna falls down, you have to drive back and pick it up again n such. sounds like fun imo :slight_smile: