Venom soldier


(carnage) #1

i love the venoms for rtcw so to start my mod i have decide to base the soldiers on the venoms from rtcw

early screen, all the moddeling is working but the textures need fine tuning

the maks is a add on to the helmet taken from a modified model from tidesofwar mod… still waitng to a reply for permision

btw the inital skin was green but i decided that it was to far away from the rest of the axis team and prob would lead to a few team kills


(P4nth3r) #2

what i think is a good idea is the skin would depend on what weapon you choose as a soldier.
example:

Venom/flamer = gasmask
mp40/thompson = helmet
Panzer = cap or something.

Greetz Way2Evil/Panther


(carnage) #3

its a though

but to do that would need some changes to the code, since the weapon only changes the loadout and the helemt is decided by the skin file witch is unique to each class not weapon

to do that i would have to create a new class for every weapon for soldiers


i do plan to get the code set up though as i need to make some changes to the game
the ieda is to make the classes fit better to there roles

as it stands soldeirs have little or no place in many matches
i want them to be the front line men doing the heaviy fighting

medics will keep the self heal but they will have the same amount of health as everyone else. Its too hard to kill some1 with 1.5 times you max health
they may have less to make up for the healing they would do wile fighting

dont think ime just wanting to take stuff away here, some call for revomaval of anything that may give a bias like self heal. i would rather add something to balance the gameplay e.g. want to add an armour system as well as health to make soldeirs tougher but not alow them to heal to 150 health


(djmels) #4

hehehe now I get it, no 150 HP but 50 HP armor extra, plus 100 HP default (0xp)… hmm… Is it just me or does that seem to add up to 150 as well? :stuck_out_tongue: :banghead: :stuck_out_tongue:

Anyway, some nice ideas I see there :slight_smile:
Perhaps nice to change the flamethrower to a biochem spray? If you feel like doing some work, edit the whole stuff. If you don’t, put a batch green color filter on the textures in the sprites folder of pak0 :stuck_out_tongue:
Would be a change, if you really want some nice stuff you could think of the following:
-The ground stays contaminated where the spray has been used for the following 2 minutes, nice slowly flashing green glow, and 10 HP damage per second for peepz walking through.
-Following on that idea, give medics a spray to clear the poison from the ground (uses no ammo but energy, since it’s a medic skill). You might want to do this as a secondary weapon for their MP40 / Thompson, like the grenade launcher is of the Garand rifle. They’ll right click, see a flamethrower-like thing pop up instead of reloading, see the centerprint text you give them to tell them about its use and hopefully pick up the idea.
That’ll add some more tactical play to the soldier class, which is now basically the noob’s corner of ET. Every noob I’ve seen in pubs entered the game and shouted “I’m a soldier!”, somehow managing to aim their n00bzerfaust straight at my ass and hitting Lmousebtn :banghead:


(carnage) #5

i think u missed some of the logic begind my armour idea, the idea was the other classes got little or no armour but the soldiers got pleanty

This would make soldiers more effective in fights becasue of the higher hp. medics would suffer becasue of the lost in hp and balance that out. so now soldiers are the ones you wouldnt want to meet in a firefight

the idea with armour was that the full health couldnt be recharaged by stealing the entire health rack and stop soldiers + medic partnershipts becoming too powerfull

i had another idea that maby the helmet wouldt drop off untill you reached 0 armour and so it protects you against headshots


interesting idea with the spary but i think its sorta leading the gamply somewhere else rather than trying to even it out


another problem ime think of now is that now becasue of the reduced medics abilities for there own purposes would encorage people to play as other classes then there would be no medics and teamplay would suffere more


another idea for medsics that dont always give helth out or oftem have run out of charage bar. being near a medic gives players the same health regeneration as medics, could solve heath pack problems and encourage teams to stick togerthere rather than separate. could use a symbol in the hud to display this

could have it so it work for doubel regeneration if there are two medics but any more has no effect to stop health rising too quickly

could use similar things like you slowly resive bullets for being near filed ops and weapons do more damage when your near a soldier

any surgestiong for cov ops and engineers?


(djmels) #6

Let’s say it was late, and I was tired. Anyway, those ideas after the last line, great!, but I’ll get back to those later on. First this: For the problem you mention, with less peepz becoming medics, and for other classes as well, I’ve hated the absence of voicechats to say “We need more Soldiers, Medics, Engi’s, FieldOps and CvOps!”. In vanilla ET you have just the v28 “We need Covert Ops!”, more meant for an existing CvOps to Satchel, smoke or snipe for the team. Also, I’d like to see a voicechat like “there are too many {classname}”, since that would help keep the classes spread as needed the other way round (by commanding peepz of one class to become other classes).

Your ideas in the last section, with the proximity system, simply great! I see your inspiration from RTS games like WarCraft III, and though I hadn’t missed it until you mentioned it, it would add quite a bit of added fun. Not only will people be encouraged to stick together and form complete teams, (nearly) all classes present, but it will increase the overall dexterity of players in all ways while NOT lowering the realism (i.e: Unlimited ammo versus slowly added ammo when near an ammo-distributor). Some ideas:
Soldier:
-Gives all players near him -10% received damage for each hit, rounded to whole HP points.
Medic:
-Gives nearby players a slow increase in health.
-Gives nearby players -20% stamina decrease when running / jumping.
Engineer:
-When there are 1 or 2 players in a team, none of both Engi, they will both have the pliers and dynamite to make gameplay in 1vs1 and 2vs2 MUCH more fun (not having to be an engi anymore).
-When near an engineer, any player of any skill can detect landmines (white transparent mine) while near them, to aid the engineer in crossing a minefield to an objective.
Field Ops:
-Players near him slowly receive ammo, think of 1 bullet per second.
-Players near him receive an automatic warning when he selects the AirstrikeNade (and holds it for more than 1 second), and an additional one when he throws it.
Covert Ops
(this is the downside of a multiplayer-only game, you can’t “increase stealth” or anything, since you can’t instruct the AI to be slightly more ignorant about this player)
-Players get a Zoom Mode + increased accuracy on their primary weapon, which for thompson and MP40 results in the player holding the reticule modeled on the weapon near the eye, and the reticule in the center of the screen being less sensitive to movement and shooting (less kickback).
-Players near him see smoke from a SmokeNade he throws at only 50% Alpha, so they can see through it better.

These are all just ideas, of course, and some (the CvOps especially) very idealistic, but hey, when you’ve got time left, think about putting them into your mod. I for one will enjoy them :wink:


(carnage) #7

1st ime just gona say, djmels you have some realy good ideas and the way this is going is much better than the usual get rid of self healing cut out the flamer sort of idea

if you wana talk on msn and try come up with a good plan for a mod like this

now to your surgestions


the one where a few members have the dynomite and pilars, interesting and i prob should do some more thought on it… only 2 things i can see wrong with it

*2 noobs could end up with the dyno and then the whole team is suffereing becasue of it
*the soldiers class who is now made for fighting could get it and efectively do the hole objective himself easily

ok there should be soldiers on the axis to counter this but imagine medics also having dynomite on ET, or cov ops with dyno. prob every match would end with someone sneeking through… and this sometimes does ruin the match for everyone else


thought perhaps the players could get an acuracy increase by being near a cov ops. and i love you idea about smoke being less thick when near a cov ops

the best thing about multiplayer that you dont have to play predicatable and flawed (always in some way or other) AI, you get real poeple. but for this seams to be more of a disadvantage. all the effects we have though of dont realy give you the same advantage as the others like medic and filed ops

this mod seems to eb heading int eh way of teamplay with the proxy idea and the cov ops was made with the intention of being the lone wolf, it doesnt realy fit. to snipe you would need to be away from the rest of your team and uniforms wouldnt realy help when your with a crowd of your own team

only just thinking about it so dont get too surprised but maby it would be best to remove this class! or replace it with another. the players who would play as this could be useful in taking up the other roles more esential to the match


the voice chats of we have too many are definatly a good idea, especialy when you join a server to find 7 cov ops and no medics. But like the we need vsays most players dont always take that much notice

a class limiting sytem that alows only setrtain levels of classes on each team depedning on how many players there are perhaps. but then popel could get stuck playing as a class they hate, that way is forincing the players to do what is wanted like when the panzer is taken away, it would be better to make them not wat to use it beacuse there were better things for them

this post is getting kinda big so ill leavit this post there for now