i belive in the reviews sd haev rejected the idea of a commander player
ET:QW Wishlist
i have a couple pipe dreams to toss on the pile (perhaps for future mods?)
- here’s an idea for “specialized interactions” for medics and engineers. In doom3 when you walk up to a computer monitor, your crosshairs become a mouse and you can click around in that small space. I’d love to see something similar in a squad game like ET:QW, where a medic walks up to a body and his crosshairs turn into a needle, so he can point and click to fix wounds or reconnect limbs. or an engineer can walk up to part of a destroyed vehicle, and his crosshairs become pliers so he can reconnect a wire or two to get it running again. These could even be extremely simple puzzles (warioware style), which are fun because of the stress of the surrounding battle. And much cooler than holding down a “repair” button and watching a timer bar deplete.
Engineers and medics would gain a unique gameplay perk that could make up for their more limited firepower. Seems like it might be more possible in a game like ET:QW because the gameplay mechanic is already supported in the DOOM3 engine. yes?
-similarly, i’ve read that vehicles can be immobilized by damaging wheels. I think it’d be sweet if people could be affected in a similar way (depending on where you shoot them). thigh shots could force walking. calve shots: forced crouching. foot shots: forced prone. etc. helmet shot could disable audio and blur vision. arm shots could cause aim to wobble. hand shots could make you drop guns.
And again, it could offer medics something a bit more specific to fix, rather than tossing fixall medkits at people.
-i totally dig paranoiD and BR1GAND’s ideas for blowing up (or bugging) a radio tower. It’d also be cool if you could destroy a generator to cut the power/lights inside a building.
- On a totally separate note,
i’m praying ET:QW has a satisfying approach to team killers. I dig BOrsuk, kamikazee, and sockDog’s ideas from back in feb’06.
my biggest (only?) complaint in squadFPS games is being unable to get rid of a rampant TK’ing freak (because only 29 out of 30 people vote to kick, over and over, for example).
-similarly, i’ve read that vehicles can be immobilized by damaging wheels. I think it’d be sweet if people could be affected in a similar way (depending on where you shoot them). thigh shots could force walking. calve shots: forced crouching. foot shots: forced prone. etc. helmet shot could disable audio and blur vision. arm shots could cause aim to wobble. hand shots could make you drop guns.
And again, it could offer medics something a bit more specific to fix, rather than tossing fixall medkits at people.
I think that would turn a lot of players off of the game. Now-a-days in W:ET the first thing you turn off when you install is CG_bob*. Many players like the unrealistic style of movement and that suggestion would defeat one of the whole reasons why some people like the game. I like being at 20 HP and then doing a couple of quick arcade style movments to defeat your opponent.
That has no real place in a fast-paced game like ET. Imagine trying to catch up to a teammate zig-zagging and trying to heal him… It would also take too much time and only be disruptive to the game flow.
-similarly, i’ve read that vehicles can be immobilized by damaging wheels. I think it’d be sweet if people could be affected in a similar way (depending on where you shoot them). thigh shots could force walking. calve shots: forced crouching. foot shots: forced prone. etc. helmet shot could disable audio and blur vision. arm shots could cause aim to wobble. hand shots could make you drop guns.
And again, it could offer medics something a bit more specific to fix, rather than tossing fixall medkits at people.
No. Realistic damage belongs into realistic shooters, not in almost quakeish shooters like ET. In ET this would be disruptive to game flow, and overally annoying (“Darn, that newb had a lucky shot to my leg! Now I have to crouch and am an easy target for him!”).
And tossing medpacks is imho the best medic system in team-based shooters. I simply want to heal people, not trying to do something “specific”.
ETPro style mapscripting would be a nice feature. Its handy to fix minor map bugs or to adjust map balance slighlty for certain purposes. And I guess its not so hard to implememnt.
And support for LUA could be added in some patch later on.
with the medic and engineer repair thing that warren was talkin aboot, if you were trying to heal a guy, somebody would be able to sneak up on you sooooo easily! that would suck, and then it would be a total waste of time… also if i got shot in the leg in the game, and i wasnt able to walk i would probrobly call the guy that i am playing as, a pussy… also, if you were playing against some really good players, they would totally just run up to you and continually shoot your gun out of your hands probrobly… it would suck
NoNameScript IRC client has this facility built into it, and works with all Q3 engine based games… altho the person playing the game can’t speak back. I’ve not checked to see if it works with D3/Q4 etc yet.
A space level above: the earth,mars colony,lunar base or stroggos. but i think in expansion pack or sequel.
If ET:QW uses the same scripting language as Quake 4, the ETPro mapscripts are allmost obsolete. The only thing which might be missing is the func_fakebrush entity type. (I’ve not encountered something like it, but it might exist)
It’s nice for micro-mods, agreed.
It would be great to have something so simple and so useful as … a clock. Or at least a /date or /time command to check what time it is. For those of us who go to work, and want to safely maximize their fragging time.
I was checking out another game called " World In Conflict." By Sierra…
Here’s the vid: http://www.worldinconflict.com/us/
Will the engine be somewhat like this ?
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I would like to see it that engineers have the power to drive a truck around and get resources, a mobile station truck (I think there is one in the game), and ground up base management.
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Sure… But not THAT importent… I would say… :bump::bump::bump:
Is this the same version of Q3IRCMU that comes with a lot of other script packages… Im currently using Invisions MIRC package. Or is it a completely differant game messaging script?
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Gimme script files for the dedicated server and not this GUI crap that a lot of dedicated servers for other games are doing.
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The squad functionality in BF2 is nice, copy that over.
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Good documentation for the dedicated server, PLEASE. For an example of what not to do, look at the documentation for Serious Sam 2.
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Punkbuster naturally.
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Dedicated server support for the demo (if and when one comes out).
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Keep the public and private slots as was done in ET and RtCW. Perhaps even a “super admin” slot that’s always open for admins and only admins.
-Online stats like BF2. (your ststs would be saved to a server once the match is complete for real persistancy)
-Do some testing once the game is semi-stable for 64 player support. Having the cap at 32 will loose ALLOT of potential gamers intrest.
Sorry, but you’re a moron. Stats RUINED BF2. You get tons of IDIOTS by having stats. Also 16vs16 is very intense since you have the objective-fights here. 1 side is set to defend you know, it’s not a fragging game.
EDIT:
My list:
- Punkbuster.
- 1st and 3rd person demos.
Also the squadfunction in BF2 isn’t something I’d personally like to see in ETQW. It’ll just be a function of annoyance. There’s supposed to be like spawnwaves, right? Imagine sending out 1 guy to the next objective and then having like 4 or 5 of your guys spawning on him whenever he’s there and OMG YOU WON. The gameplay of ETQW won’t fit it, I think.
Are you posting a message and replying to your message in the same post? :???:
Use the button to avoid confusion!
The cap isn’t hardcoded at 32 players, it’s just what is recommended for good gameplay and performance.
And there certainly will be PB and demos at the 1st and 3rd person, seeing as this is already there in Wolf:ET.
Perhaps, but I can’t find the person or text you’re replying to on this page or the previous page :s