I thought i would write it down just once. Maybe it is total meaningless, maybe not. I really can’t judge. I just felt the urge to explain this alongside a bigger picture at least once, so that my seemingly weird suggestions maybe could be made sense off.
I wrote this list off the top of my head and made it as short as possible, to not fallback to too much wall-of-text. Maybe some more stuff will follow, as i am sure i forgot something, as i said, i just wrote this down quick:
Movement:
- movement system from W:ET (that also means a total free up of all movement and all the annoying slowdowns, adjusting movement speed, adding the very same strafe-jumping system and making the character more responsive)
Maps:
- widen the maps according to the adjustment of the movement system (probably it would have been better to not map anything at first and just create one big test map like you did with fueldump, from what i heard, and fix all movement there first, like that of course there is no way back now, or at least the way back will be significantly more painful …)
- rework of concept story to widen the area of possible map design restrictions, so that the game can take on more place and is not just limited to just urban, maybe also dams, secret places, etc, i find that an incredibly limiting factor that the maps are just to take place in london and in urban territory, why not more, like different cities, countries, landscapes, etc…
- rework the maps to follow a 2-3-1 principle, where 1 is the objective (of course there can be 2, but that 1 should just denote a movement goal), 2 is the alternate routes from spawn, and 3 is the maximum of anticipated enemies around corners (when on each corner at min and max 1 stands), that also requires to close windows, routes, camping spots, this is alot of work, but it is for the better, Camden is very close to this principle.
- rework the handbags and trash items as cover concept on all maps (throw them out, replace them by something else, please …).
- rework of objective design and completely refresh it with new ideas, add new technologies, lasers, HAARP, mechrobots to free, prisoners, agents to free (but not to complement that with a slow escort mission plsease), make it boom, impressive, remove all the slow escort missions if you will not find a replacement for that, i would recommend starting a poll on these, if it doesn’t exist already, i am sure these are perceived boring by nearly everyone
Gunplay:
- gunplay from W:ET (same spreads, TTK, all the heckmeck the comps know more about than me, i don’t care, just make them feel right, so take W:ET and do not add rediculous spreads) + ironsights on top working like they should (long range weapon) + different burst firemodes
- add a configurable weapon loadout which can be configured by admins, representing extended and funcky weapons or standard equipment. Standard equipment is comp loadout, maybe just 7 different types of weapons only, the rest is boom and blingbling pub unbalance = grint
- suggestions for an alternate weapon loadout: http://forums.warchest.com/showthread.php/35678-Rapid-and-Killin-s-2-Cents-Chapter-1-Game-Mechanics-Movement?p=441409#post441409
Network:
- i have no clue, but this is one of the major things i think you should fundamentally rework. The concept of local packaging from what i heard, so that even events from 2 frames land in one packet and get transmitted sounds wrong (however, if that is not the case i aplogize, it may have been removed or i misunderstood that then), also hitdetection should be more server side, not clientside, just like W:ET, it had pretty good netcode if i am able to judge that just from my casual gaming experience and from the few reviews i read about.
Misc:
- introduce a tutorial mercenary explaining the intro stuff to you similar to quake live
- add a bit more depth to the story by adding meaningful mercenary companies, add maybe three if that is possible, it would certainly make it more interesting, and let admins decide which fractions they want to let compete against each other on each map rotation
- increase base health of every character except assault to 145 and account for that with body/headshot damage (minimum of 50 damage for each headshot on every weapon, snipers of course have higher headshot damage output, bodyshot damage is below and adjustable as per weapon)
- headbobbing and all viewdistortion type of effects shouldn’t be worked on imo (energy waste)
- bring back old medicpacks and forget the rambomedic concept, do not add artificial solutions, also no HOT and no self-regeneration
- bring back commandposts and add value to them so that they can function as side objective similar to W:ET (make that meaningful)
- create two different game modes inside the game representing comp vs pub. On comp the main focus is balance and reduced spam, for pub the focus is on opening possibly unbalanced possibilities to the game, such as class abilities and different weaponloadouts.
TLDR the most important parts: build upon W:ET regarding movement system and weapon system and adjust the maps according to the movement system (making them wider) and fundamentally rework the maps according to the way they are layed out (give them more macro level paths, not just one, and less micro-level paths) and add more freedom in design for the mapdesigners by alternating the storyline, so that not all maps take place in urban territory around London + refresh objective design with new ideas.




