Hmmm, yeah. You’d have to alter the proficiency for the classes though otherwise you’d get fieldops who could snipe as well as coverts and call arty/airstrikes at the same time. Also medics with panzers and SMG’s would be a nightmare! Yeah, allow them to use each weapon, but make it difficult or really innaccurate for non-class weapons.
New map features
Could you change the way you suffocate underwater? So that your senses get more disorientated as you go and your “oxygen” bar goes down smoothly but gets refreshed as you come out of the water. But if you run out of oxygen, you die instantly. Seems a bit more realistic than choking to death gradually in 1 second intervals.
Haven’t posted here in a while…
Could you work out a way of altering the landscape. For instance when a rocket or a mortar pounds into it, it leaves a crater? Yes, this would be difficult from a mappers point of view, but maybe you could set some content parms for a shader so that when a brush gets damaged, it alters it’s shape slightly.
Maybe an airstrike could leave behind hot coals which would hurt the players to run over?
As would the artiliery strikes.
Could you have dud rounds left by airstrikes, arty etc. Maybe dud grenades occasionally. These could go off later in the game at a random time, or simply go off a few seconds later/earlier than expected.
Also, could make the opposing teams both Allies, or both Axis? This would make for an interesting match, i.e. training, or a rouge party of your team rebelling. What would make it more interesting is that both teams would look similar apart from blue or red armbands, or similar. Unfortunately however the coverts would end up stealing armbands.
Could you make the SMG’s have a limited range? I don’t mean really short, but at the moment it’s possible to shoot someone at the other end of the map, regardless of whether you have a sniper rifle or not.
One thing that I feel FPS are lacking is viewing angles… Why do we always have the same vertical style viewing screen, can we not lie on our backs and look up to the sky? Or on out sides? The leaning left and right has done this to some extent, but hasn’t given full freedom.
Also, would it be possible to allow players to look in a different direction to the one in which they shoot? (Obviously wouldn’t work with binouculars or scopes)
I suppose I’d like to have muddy footprints if I run through some mud… You’d also have to add in the mud shader then though. Also, have a look in the q3map2 support forum thread, I’ve suggested a few shader possiblities. Maybe a few of these would be more suited towards a mod rather than making new shaders for all of them.
If you had muddy footprints, it would add to the strategy of the game, if you saw a covert run away from you after he’d just stripped some guy… you could follow his footprints and then kill him before he stabs one of your friends.
You could have other things apart from muddy footprints…
Could you give people other penalties rather than just mute or kick them? How about reduce their max health to half? Or reduce their rate of fire, ammo, range, slower energy recharge.
Also, maybe have a vote at the start of each map where a leader is appointed. This leader may have a special task to carry out in the map. Maybe he is the only one who is given a pass card, or firing co-ordinates…
You could let the servers have the choice of whether the leader is appointed through a vote or simply due to his XP position in the team, maybe his rank?
Ho-kay, time for another post methinks…
You say you have the Anti-aircraft guns and that they will be satchelable… could I suggest something about this please 
I was thinking… wouldn’t it be interesting for either team to have their air support hindered? And I don’t just mean have two separate guns in the map…
So…
What you could do is…
If the axis start the map with their AA gun, the Allies would have to dynamite it to destroy it… or, they could build a junction box (to alter the flow of control of the gun) with one of their engineers which would swap control of the AA gun, therefore preventing the axis to have air support. This junction box could then be satchelable. Which is my reason for suggesting the gun itself could be dynamitable only.
The result would be that it’s beneficial for the Allies to convert the gun rather than just destroy it, but at the same time it would be easier to destroy the junction box for the axis than it would for the Allies to blow the gun up.
Also, this introduces some extra risk, and strategy from the Allies where they have to decide whether it’s more worth disabling the gun totally, or gain control of it. One way of looking at this would be:
If the gun is easily within Allied territory then it’s probably best to convert it. Whereas, if it is in enemy territory then it would be better to destroy it, obviously though, it would be more difficult to plant dynamite than to build a small junction box… which could be another of the trade-offs the Allies have to consider.
Also, if the Allies have previously destroyed an AA gun and they want it back to control once they have secured the area, when they repair it, it should also be repaired with a junction box already there, this would stop any issues with the gun being controlled by axis again until the junction box is built. Another good point to this is that if this AA gun + junction box was within Allied territory, then axis would have more of a reason to attack the Allies and not just sit back and defend.
How about when covert ops lie down the textures changes to grass (this woudl give some advantage on outside but woudl stop covert ops lieing down just to not to be seen.
Well, 
I have spoken to SpiderMonkey as we know each other irl. And this is going to be one of the features of the mod. Unfortunately we need to find a modeller who can change the covert ops player into a grass, or snow model. Also, we would need to add a command to the shaders along the same lines as surfaceparms landmines so the game knows what camouflage to use. Also, this is going to be a feature of the new class, SpecOps, rather than the covert ops. Click my sig pic if you want to have a look at the new class features.
Could you add in an AI script so that boxes can fall.
For example, at the moment, we can make destructible boxes in Radiant and stack them. However, we can then in game destroy the bottom one and leave the top one floating in mid-air. I realise this would need to be done with a model, but it would make it so much better. We could then apply the same script to other destructible, or other not necessarily destructible objects.
How about when a map loads, you compress each texture to a 1x1 colour look-up, so each texture has associated with it an average colour - you could then use that to change the colour of the model. Not sure why you’d have to change the model of the specop, just it’s texture. If you started with a generally white uniform, you could then tint it with simple RGB stuff to match the averaged colour look up for each texture.
yeah, yeah, yeah, this is an old thread… but didn’t want to post this in a new one.
Ok, I have an idea about the xp shuffle thing… It doesn’t always give the best results after a shuffle unfortunately.
I think it would be better if there was a frags shuffle, or sort.
I often find that the players with the higher frags are the best and they don’t always have to have the highest xp… these are the players who thin out the numbers of the opposite team and so are more of presence than the high xp players.
Gerbil: Yeah, good idea about just changing the texture of the Specops model, but for it to work well we were thinking more about having him with a camouflaging net covering him. This would give the appearance that he was using some camouflage rather than just changing colour.
I thought of a cool weapon, but i have no clue if its possible. How about remote C4, sort of like a satchel charge that can stick to stuff. I always thought that would be really fun to use lol