The random idea thread


(.FROST.) #81

[QUOTE=attack;476288]
this exosceletton

If you like this^, you’ll gonna love this one.

Raytheon has a facility in Freising, a small town near Munich, right next to a huge facility from Texas Industries, where I have to deliver stuff to, three times a week. Even though they are essentially a US concern, they also work together with the german Bundeswehr, wich can be seen to enter and exit their high security level compound quite regularly.

//youtu.be/-UpxsrlLbpU

//youtu.be/8hYloaLV2g0

We already got the Powerloader, now we are only waiting on that darn Alien-Qeen. She probably went into hiding and peeing her Xeno panties :wink:

//youtu.be/H9aeBlU-pvo


(attack) #82

[QUOTE=.FROST.;476299]If you like this^, you’ll gonna love this one.

Raytheon has a facility in Freising, a small town near Munich, right next to a huge facility from Texas Industries, where I have to deliver stuff to, three times a week. Even though they are essentially a US concern, they also work together with the german Bundeswehr, wich can be seen to enter and exit their high security level compound quite regularly.

//youtu.be/-UpxsrlLbpU

//youtu.be/8hYloaLV2g0

We got the Powerloader, now we are only waiting for that darn Alien-Queen

//youtu.be/H9aeBlU-pvo
[/QUOTE]
pretty cool stuff :smiley:


(Mustang) #83

The cornershot is an awful idea, but a character with an exoskeleton would look nice.


(attack) #84

hard to implement :D.i only wanted to put out some quantity of weapons which mostly a new in fps.


(.FROST.) #85

But this exo could be only visually, with no real function to it; like say on one of those Soldiers. I mean, just look at how much they’ve got to carry.

Or, on the other hand, they could actually make it work(gameplay wise); so we’d have a highly mobile Soldier, but with an overall, slightly, weaker damage rate, than his fellow Soldier-Mercs.


(attack) #86

[QUOTE=.FROST.;476456]But this exo could be only visually, with no real function to it; like say on one of those Soldiers. I mean, just look at how much they’ve got to carry.

Or, on the other hand, they could actually make it work(gameplay wise); so we’d have a highly mobile Soldier, but with an overall, slightly, weaker damage rate, than his fellow Soldier-Mercs.[/QUOTE]
maybe as closefight an roundhousekick ;D


(.FROST.) #87

Or a (enhanced/augmented)stomp, like in Bulletstorm. That’d be badass :smiley:


(acQu) #88

How about a little remote controlled car hacking device :smiley: You put the car on the ground, drive it to the hacking facility, then put out the hack plug and plug it into the object, and then hack it :smiley:

Car should be small of course, and destroyable :smiley:

Btw. nice idea with the exo suit. Would just play it for the visuals :slight_smile:


(.FROST.) #89

Just wanted to log me in, into my e-mail account, and guess what I found on the main page today :smiley: I think some guys played too much Crysis in the past.

HP from my e-mail account(german)
http://web.de/magazine/nachrichten/ausland/17938552-us-armee-baut-echten-iron.html

promo vid, in english

//youtu.be/P0RvxWRC45E


(Kl3ppy) #90

Not sure if it’s already mentioned here but how about an option to set indivdual timers beside the spawntimer?
I would like to set timers beside the a spawntimer. There was this option in ETQW, I bet in ET and RTCW it was there too.


(Mustang) #91

ETPro yes, RTCW no idea.


(attack) #92

at this night i had some ideas.
as the current nadecooking system doesnt get rid of the spam problem , i thought about a more kind of the old ammo system.

ok lets start by pointing out that this system requires that special nades get fuilled with ammo packs.

the problem witrh this system is that with the CURRENT ammo station it would result in spam!
so why not give the station a maximum ammopacks count .

lets say for this example three.

so the whole station have 3 packs ,this would force the teams to think about the person on which the ammopack is most usefull…

now comes the interesting part ! if all 3 packs are taken the field ops which have placed the station have to refill it ,which cost “stamina” .lets say he can do it once every 90 sec .

this would give the attackers 2-3 attacks in which the maximum amount of ammo for the defenders is 6 ammo packs.


(Ashog) #93

[QUOTE=attack;483598]at this night i had some ideas.
as the current nadecooking system doesnt get rid of the spam problem , i thought about a more kind of the old ammo system.
[/QUOTE]

As devs mentioned a lot of times, spam was never the reason to remove nades. They wanted to diversify the characters. Instead they robbed the game off an intrinsic and very fun and common feature.


(Bangtastic) #94

I think its great as it is now. Its about shooting and not about who spams more nades. I doubt it will work as perfect as in CS but it is an appropriate way to give certain characters certain types of nades in order to emphasize on the certain chars.

Having an arty who can spam airstrike AND throwing nades would be annoying. Im thankful that SD is doing it as we have it. In addition I quite like the Idea to have a hybrid class like assault/grenadier^^


(Ashog) #95

[QUOTE=Tast1c;483659]I think its great as it is now. Its about shooting and not about who spams more nades. I doubt it will work as perfect as in CS but it is an appropriate way to give certain characters certain types of nades in order to emphasize on the certain chars.

Having an arty who can spam airstrike AND throwing nades would be annoying.[/QUOTE]

Strangely enough, that Airstrike + nade combo worked very well for almost 13 years in RTCW, ET and ETQW and in early alpha of DB.


(acQu) #96

I had this idea quite some time ago, but never articulated it. I am deciding this all out of my stomach, i just put myself into the design chair for a moment here and explain what i would do if i had the say on xT.

So the idea is to reduce the amount of submachine guns in the game (except covert class characters, they have silencers and there the weapon gets unique and interesting on its own) and give SMG weapons a more accurate and nice and non-spongy feel by reducing all the artificial design decisions and (pseudo complicated) variables (especially spread behavior).

So: weapon type 1 (is available in two versions, just like Thompson/Mp40, but with same variables). Weapon type 2 = the same, but looks, feels, behaves different than weapon 1.

And from here i would freestyle to distinguish both weapon types, most important about this decision: remove all the artificial variety on SMGs, have a nice balanced game with focus on character abilities rather than character weapons. Also: weapons like Shotgun are suddenly not disappearing, they are not SMGs.

I believe that making that restriction on the SMGs can make them feel way better (W:ET is even more restrictive in that sense, since beside Sten the Thompson/Mp40 are the only SMG-type weapons). Since SMGs are by far the most used weapon class in the game and most of them still feel not ok from perspective of shooting feeling (compared to, for example, the Thompson in W:ET; this weapon simply feels amazing, powerful, accurate, unique, fun … ), because of mostly spread-behavior combined with the small hitboxes, they obviously need to be improved. This is my approach to improving them. It might, at first, feel that this does not fit into the f2p business model, but, from what i have seen, SMGs are currently not part of any transaction model (except the weapon skins on different models).

And i would like to add: some might think that other games also have alot of SMGs, especially titles like BF or CoD and that thjis is totally unreasonable what i propose. Well, this might still be your opinion, i justify mine by seeing both games from the fundamental way of how weapons behave: the TTK. Obviously, you take longer to kill someone in xT compared to MMS titles. So, adding artificial spread is more noticable in xT (which affects TTK). Games like BF3 or CoD can add these many SMGs, because they have faster TTK and as such differences between weapons are far less accentuated. In that sense, almost all of their weapons boil down to just slight variations (sound, look, damage per bullet, firing rate, reload time, spread), while in xT, stuff is much more sensible and becomes immediately noticable when, for example, spread is modified. This is because xT is another type of game in terms of weapon behavior, it is a game with close combat battles, sort of like Kung Fu close combat, where the feel of the underlying combat system (arms, foot) is much more sensible and important, because everything happens at close range and is designed to keep it at close range, with constant contact to and therefore feeling of your enemy. Because of these reasons, you can’t compare xT with MMS titles and their many SMGs. If xT would start to mimic BF3 or CoD TTK and weapon behavior, i would be in favor of more SMGs in the game. But not with the current way weapons are designed in xT and how the combat system works. It needs a fundamental change in this way, as i will promise you, if the feel of the weapon shooting does not improve, newcomers will find this among one of the primary reasons to not play this game after they tried it for the first time.