I have a directory on my computer with about 1000 documents with game ideas. Some of these are how I would change a game in a making a sequel, and one of these was for ET. After reading many previews, Im surprised just how much I would change is actually going to be part of QW:ET. They arent exactly what is coming, but similar. Following are some excerpts of this doc :
- Not WW2. Maybe modern, or futuristic.
- (Soldiers) Can call for engineer to place a sandbag wall. Deployed heavy weapons can be ‘fit’ on top of sandbag and used like an emplacement by any player.
- (Medic) Can call for an engineer to build a health cabinet. 1 per medic, destroyable but does not despawn when player dies- does when they change class or call for another cabinet.
- (Field Ops) Can call for an engineer to build ammo cabinets or lookout towers.
- (Engineer) Add non-preset build boxes called by teammates
- (Engineer) Many more things to repair including different parts of vehicles.
- (Engineer) Can booby-trap enemy engineer build boxes – stationary and ones called for by teammates. (Like covops hacking deployables)
- (Covops) Add Booby-trapping to ground items including mines? Or tripwire type mine-only 1 or 2
- Vehicles like tanks can now be driven and the main cannon may be used. Tank treads can be destroyed but the turret and guns still work. Levels of damage. The turret, machine gun, and tracks can be disabled in addition to the main body. (this fit with my idea of an engy having many more things to repair).
Anyway, you can probably see some similarties. Following is a list of some other things I have thought of, but havent seen info of them being in the game :
- Turn rockets into a better vehicle killer than player killer. A ‘penetrating rocket’ that will burrow into a vehicle and explode, but if shot at a wall will burrow into the wall before exploding (therefore not having a large blast radius, but only inside the wall and a cone outside.
- All deployed weapons can be jumped up from. The player is equipped with another weapon when they do this, but the deployed weapon stays where it was deployed. The deployed weapon must be used or picked up after this or it stays there.
- Medics and Field Ops can control healing/ammo pack distance thrown like a grenade, but with shorter distance.
- Revived players now have the option of ‘playing dead’ after being revived in which they look the same as a dead body but with slight breathing hardly noticeable (tweak). Getting out of prone will have them get up. One class can recognize fakers like the ‘disquised enemy’ shown to field ops.
- Medic prone crawling speed increased by 100%. Allows medics to more safely reach fallen teammates for a revive. (This was part of an idea to nerf medics from being better fighters than soldiers. More support options like this with less firepower).
- Alternate C4/Satchels – 4 small C4 charges may be placed before detonating. Bridges have multiple spots that dynamite or satchels need to be placed at. Blowing one of 8 supports is not going to cripple a bridge, but blowing 4 near each other will destroy the section supported between them. New alternate dynamite(C4) and alternate smaller satchels are perfect for this.
- Engineer can now melee the gun grenade into a dead body, causing it to stick with the lever caught. Anyone moving/running over a trapped body will cause it to drop the grenade and explode. Any medics trying to revive the body are safe – until the player gets up. If the revived player stays prone (faking death), then the medic can get out of the way, but the revived player will drop the grenade when they stand.
- Team doors are now passworded with keypads, and all teammates auto-know the code. Enemy covert-ops can hack the doors without an enemy uniform, but it takes time to be able to hack the door. Hacked doors will show teammates that they are hacked and usable, but only enemy covops or engineers can tell (and reset them).
- New air strike method- laser guided bombs. Player focuses through binoculars and paints a target. Must hold target for x seconds at which bombs come in. Useful versus moving targets like tanks. Telltale sign is slight green flashing to enemies on surface laser is hitting. Will stop/lessen ‘spam ops’ from hiding around a corner til energy recharges and then pop out for a 1 second air strike call.
- Movement
- Prone/Crouch rolls.
- Players can grab onto ledges and pull themselves up. Up to 8 feet high.
- Climbing on top of 8-12 foot walls. Can be boosted by a teammate to get on top of higher things. I like this boost. Many advanced players try jumping on top of each other to gain height, this would give that option without looking unintended and sloppy.
Those are the highlights. Im bored waiting for this game, so decided to share this. Thoughts?
