What would make up the Ultimate ET mod


(Joe) #21

yeh i know what you mean, but i think if we add two special ablities to everyone we should keep balance,
this for example,
cv=posion jab…><…medic= antidote jab = balance
im trying to bring the team together that is my main wish for a mod…your jabbed go see a medic or die horribly.
Same concept with FO giving out bullet proofing, and engineer sand bag ablity.
the rest are just adding details, what could a flair grenade really do? :chef:

Now ive been thinking hard about what ive read in other posts about heavy weapons being misused and i think ive come up with an admin mod or bot that will help out

HEAVY WEAPON LOAN Mod
A heavy weapon is selected by the player and givien to him on loan for five minutes of game play. Then at the end of the five minutes a team mate only vote is held on weather the player should be allowed to keep the weapon. While vote is held a menu might pop up showing stats of player in question so far in game…really depends on if the menu blocks the screen to much.
Alternatively a bot could be configuired to decided if he should keep the weapon or note based on stats, say kill vs teamkill ration, or kill vs time ration, but a bot would lack sympathy if player pleaded that he would like to learn how to use it properly?? or if the enemy was really too good and he has bas stats even though hes a good player…but thats a risk with all bots :disgust:

HEAD PLAYER Mod
Head player is a status awarded to the player with highest xp. At the start of the match the head player is the one who had highest xp from last match. Since xp can constantly change head player status is heald for 7 min perhaps less or more depending on testing of mod before head player status is put up for grabs again.
Head player mod starts out like all games the team choose what they want to be and after a 5 min period the head player can reallocate class to his fellow team players. He feels there are too many snipers and they need a medic, presto player is medic…how should he choose which player to relocate… a bot would automatically select the player who is buttom of his class in the team so as not to distract headplayer with stat menus. The player who had his class reallocated will be forced to play that class untill the head player is changed.
Head player will also be allowed to give out xp at a rate testing decidieds is fair, of course the xp giving out to his fellow team is given the the team mates specials, not light weapons or battel sense. This feature is born out of the fact after players reach lv4 special rank the game is almost over, if they ever reach it at all.
Head player could be abused, so a vote to replace the current headplayer status holder with next highest xp should be a possiblity for the team. Also I believe a vote to prolongu head player status of current player after 7 min is over should be automatic.

This will get rid of sniper and panzer crowding, as after all this is a team game, and you should play for the team, if you want to act like this is a first person shooter, go play deus ex instead of pissing everyone off. :banghead:
Also it will help inexperinced players adapt to constantly changing gameplay. As in parts of the map you no longer need say …covert ops for example but you do need medics or engineers. Ofcurse some people will be brats about being reallocated, but like i said , stop being so selfish or play deus ex. I feel this mod could be a god save in public servers, im against going all the way and creating a commander class, i mean it could be done, but on private servers clans know what to do already, and it just wouldnt be doable in public servers in my eyes.
:moo:


(Bludd) #22

Wow, almost every suggestion in this thread would cause me to instantly uninstall the game. I’m a purist, I filter out all mods with ASE. I only play the pure, original game. Shrub is the worst thing that ever happened to ET. It’s bad enough that on a long campaign the game becomes a useless spamfest (try being Allies on Oasis when the Axis have a level 4 Field Ops in each window above your spawn). Why on earth would we want more kinds of air/arty strikes? As for the magical fantasy lightning bolt guns from RTCW, I’ll have to search Google to see if those were around in WWII (not). This isn’t Q3A, afterall. The tripmines sound good in theory, but you damn well better be able to see the wire or the game would instantly die. A very faint wire that you may overlook if running for your life, but can see if keeping aware for them. Even so, regular landmines are more than adequate as is, and the proof is in the fact that so many Covert Ops and Engineers are killed by them, when they both have the ability to not be, even with zero battle sense. As for Covert Ops, frankly I don’t need a blinking name tag to spot them, because 90% are noobs who choose the class to play dressup coz it’s “kewl”, and the 10% who are skilled CovOps still can’t hide their identity unless they stole another CovOps uni or are carrying the knife. But then I always view a teammate with a knife with suspicion if he’s just loitering around to the rear not doing anything. I agree with the Panzers for Axis only, and Allies either getting a bazooka or some other wep. The fact is that Allies don’t need an anti-tank wep because they’re the ones with the vehicles. It’s called a Panzerfaust after the Panzer tank; it’s not a Manzerfaust. RTCW has a mod with poison needles, I think it blows. WWII troops didn’t run around with poison syringes. I would be in favor of hard-coded (not changeable by admins) weapon restrictions, though. Not because I’m particularly bothered by all the noob tubes, but because there was never an army comprised of 75% panzers, and snipers either, for that matter. In fact, even the SMG was a special weapon in WWII, and most infantry were issued rifles (unscoped). My Grandfather was at Normandy, he was issued an M1 Garand in the war, same as almost everyone else. I prefer realism, so anything that would encourage team play and discourage the “run & gun” players would be OK with me. But the only way to do that would be to only hand out XP/medals/rank if the action had a direct impact on the objective, much like an assist in basketball. Sure, the entire team is “assisting” each other, but you don’t get an assist unless your action helped attain a goal directly.

But now I’m drifting off topic…


(Roeligan) #23

Dito! Well put.


(Joe) #24

If your taking about a murstad gas air strike, you must consider that it wouldnt act like instant death rainging from the skys, and can not even begin to be compared to air/arty. Give a reason why computer spawned units is undoable. Your reason better not be balance, as balance can be planned for ahead, but can only be guranted and measure by testing.

You havent heard of nikoli tesla, or his fore fathers then, back then they were even developing the emp effect as a sort of weapon, and in the late years of ww2, had even developed a primitive death ray…just like emp shuts down electrical signals and a circuit, certain scalar waves shu down electrical activity in the brain. This has been refined today. Better check google.

yeh thats what i meant too, you can see it glint like the gold effect

The point of the trip mines is like gas airstrike, to create a barrier effect that causes the player to change tactics ie stop and think. Barrier weapons were born out of the dislike of the charge tactic to overcome anything, it would stop

This seems to me to be just a snipe at noobs again

depends on map, and a panzer like a bazoka is very effective against infantry, and i hold that to be the main use of it.

Never played it, but wouldnt believe the mod also added the cv op class ablity to disguise to rtcw, perhaps it wasnt balance by medics having antidote.

Did it occur to you that the maps arent about trench warfair,( the offical ones anyway) That the allies are more like elite paratroopers designed specifically for the task. The reason allied fighters were issued rifles, unlike germans, was because hitler had his armed forces taken away from him, and he had to rebuild and refit, and he cetainly wasnt going to buy old rifles, no he has mass produced mp40s for his troops. while allied troops were fighting with older models, and at low points gun from first ww. thats the reason hitlers campaign was initally succesful, along with the tank tactics but off topic.

wrong… the way to encourage team work is to make players co dependent, like a soldiers ball lightning generating weapon would need replacment nuclear batteries from a FO, codepency is created by demands/supply being cleverly assigned to different class/players, it has nothing to do with realism

thanks for the critism btw but mostly you just moaned about stuff you dont like :moo:

edit
heres an idea,damage dealt by a bullet increase by five for every light weapons ranks or reverse it damge dealt with ever bullet decrease by 2 every light weapons rank up that could even play between high xp getting players and low xp getting players?? suggestions,any opinions on this one :???:


(Bludd) #25

I know Tesla well. If he had been paid attention to, we would all have free wireless electricity now. He was a genius. His theories never resulted in a field-issued weapon, however.

Simply wrong. Germany mass produced the MP-40, USA mass produced the M-3 Grease Gun to replace the expensive Thompson, and UK mass produced the Sten. These were all cheap, stamped metal weapons for mass production, yes. But none were the standard issue infantry weapon. The Germans were issued rifles by default, same as US and UK. The SMG is a specialty weapon, period. Better search Old Man Google yourself, methinks.

I didn’t mean to sound impolite. I’m just not a fan of overzealous modders. I enjoy modding as well, I’ve made maps, sound mods, skin mods, etc, for many games, because it’s fun. I just don’t submit them all to RTCWFiles.com looking for peer approval. The game is lovely as is.

Cheers :slight_smile:


(Oxygen - o2) #26

These are all good ideas, i would like to see these but i have to agree with others:

  1. Poison knifes - Ok this is a good idea but NOT for medics, a medic would just use there knife or shoot them, it would be good for the covert opps, just point and click!

  2. Mines - Ok i think the mine idea is crap, what about a normal mine and a trip mine (no lazers, not in WW2) were you get your mine out, place it with the right button rather than left, go over and place another 1 with your right button and thay will automaticly connect, also thay will have to be placed within a distance and thay cant have anything in the way (rocks, towers etc…) and the normal mines will be unchanged but i would like to see the number of mines put up abit as of n00bies planting mines in dumb places!

  3. Airstrikes - poison gas would be a good idea, but somehow i dont see this working, ass i see is some smoke dropping and everyoone having time to run, unlike airstrikes, so keep the airstrikes!

  4. Weapons - I totally agree with giving the allies allied weapons, i mean a soldier with a panzer or MG42, also to include Brownings that can be ussed just like an MG42 on a stand, to be put on allied stands, like mappers will know as misc_browning under the misc_mg42!

  5. Tranning - Maby invent a traning level n00bies will play to get the idea of the game!


(Oxygen - o2) #27

Than ehy dont you just play RTCW


(Joe) #28

i think hes talking about the super heavy weapons like venom, and bolt thrower, aswell as the advanced sniper rifles but this is just a guess because he said he wanted gameplay like it, and these weapons would affect gameplay. To be honest i dont know what you mean redfella …calirify :smiley:

Have you been dumpster diving in the axis secreat files??? anything on the eva brown magret thatcher connection. Still if the technology is around dosent mean the inventor weaponized it, take tnt for just one example of military taking away a patent in time of war, aswell as the jet engine poor sod never got paid!! an invention now responsible for a multi trillion pound industry, and the poor sod didnt get paid!!! any way this issue is about realism, and i think if et felt it right to throw in zombies in rtcw we can do the hell with we want in a mod, but yeh i know what you mean i dont want to ruin the “ET feeling”. Only make sliht sacrafices to improve game play and by that i mean team work.

the offical maps atleast dont play like were the standard infantry. And this is what i meant by moaning, this has nothing to do with any suggestions made by anyone on this thread, this is just realism issue with ET it self. Unless i should interprit it as a suggestion for a mod,
Which if it is im sorry to say your moaning… its a good idea to work with specialized trench maps…now i think about youve just inspired me…

Time mods…of course these are just for fun, i doubt peeple would takebe inspired by them/

PROGRESSIVE time mod.

as xp increase the player get to choose and adopts more advanced weapons, you start of as a cave man you use a club, xp increase, say an primitive axe, all the way to a sword.
ofcourse you could start with a sword, and work up to a musket, Fo could start with arrow strike up to cannon strike. Id like to see the skins change

RED coat vs American Rebles
self explainitory.
Laurence of arabia vs turks
self explaintory.

well of course i prefere the type of mod i first suggested. But i really need feed back on one thing. How many specials to add to each class. For example we already have three suggestions for engineer, i think three would make game play to complex , and draw to far away from the original “ET feeling”. I think 2 specials may cut it, but i need your opinions.
BTW"Drop weapon mod" , i would never suggeste super heavies to be added to default weapon choice as it would in this case obliterate the "ET feeling.

poison jabs my friend , poison injections but yes your feelings are recognized and many have shared them already.

do you mean anti tank and anti infantry subdivision of mines… was just a shot in the dark, but i believe if balanced correctly it could work.

I would have to remind you that the barrier mine or trip mine was intended for the cv class, as only they would be able to defuse it, say not with plyers but with a screw driver or…just not enginner plyers, this would increase cv team work which is needed i was thinking though… and i would also like mine spotting to give xp, an added incentive for cv xp whores. also id like the satchel to be able to stick, so you could place it against a wall i mean you hold the right button down and its stuck, id also like to see the satchel to have to ablity to be picked up again, by any one.
this is a realism issue again, i Only honestly believe that if the sacthel could stick to walls then a lazer would be just as good as a thread. However using a lazer instead of a thread wouldnt ruin the “ET feeling” but only add to the the" CV spy feeling which could only add to the “ET feeling”

The gas in my eyes would spawn around the airstrike canister, not float down, and would reach its full size in a little less time then a smoke grenade cloud reaches its full size

Any way i appreciate your comments, but id really love to see suggestions from your brains. I really like suggestions for specials that would increase team work, not to the point where the player can notgo rogue but i mean not so that they are depent on each other to the point where they are crammed so tight togher a single panzer could take out th whole team, id like to see more “here some help buddy” specials like smoke grenades. :beer: how many specials should be added 1 , 2 or 3??? :???: need feed back on that one


(Bludd) #29

I made a WWI style trench map. Trenches, barbed wire, mud, etc. :slight_smile: I made it for my own enjoyment, though. If you make one, please don’t submit it to the community unless it’s kickass. There are already too many servers running all these new maps which look great but play like crap. It’s killing the game, IMHO. Every time particular maps load on a server, I leave in disgust.


(kevinski) #30

First off, I’ll clarify the concerns regarding the poison balance issues. I believe it was either bani or shrub mod for RtCW that introduced the poison syringe. It would make your view lunge around uncontrollably, draining your health until you either 1) died or 2) picked up a health pack. Annoying, yes. Unavoidable, no.

Anyway…

There should be more classes, as well as varying degrees of protection and weaponry within each class. For instance, there should be light and heavy soldiers. Light soldiers would carry SMG’s, whereas heavy soldiers would carry venom guns and the like. Of course, the heavy soldiers would move slower, regardless of which weapon they were carrying, since they would be wearing heavier body armor. Oh, and classes’ total health should vary, too. Medics should have less health, for instance, whereas soldiers should have more.

Oh, and I always thought it’d be kinda cool to add some sort of ‘secret weapon’ to either RtCW or ET that worked similarly to the homing lasers in Panzer Dragoon Orta. That’d probably be highly complicated, though. Hey, I can dream, right? Maybe it could be in its own stand-alone game mode, where on player is ‘it’ and has to defend himself/herself against the other players. Maybe give that player Predator-esque cloaking abilities, too… :slight_smile:

And - as was stated before - yes, the flamers should explode upon dying, but only if shot in the back (where the fuel tank is). That’d be cool, and it’d also be interesting to see what sort of tactics players could use if you could make that blast equal to that of dynamite. I mean, it’s like, “Hey, Jim, could you stand over near the door for a sec?”

>_>

<_<

shoots Jim in back, door destroyed

As for the number of specials any given class should have, I recommend no more than 2. If a single class had too many abilities, there would be fewer reasons to play as the other classes.


(The_Jesus_Zeppelin) #31

GIANT LASER BEAMS MOD!!!


(the_last_unicorn) #32

In my opinion there’s not much that should be added or changed in ET, but sometimes i wish there was a restriction on players per class or some sort of auto-assignment of players to classes (that’s on public servers, where I usually play).
Restriction of players per class could prevent playing against a team of panzers or rambo medics, or in general distribute the players more evenly to the available classes.
Auto-assignment would probably be more of a fun-mod, i.e. let the notorious sniper suddenly find himself in the position of an engineer in front row. Would force players getting to know all available classes.
Maybe a mixture of both, for example the allied team on battery needs an engi to win, so players are able to choose another class only if the engi ‘slot’ is already taken. There are a few potential problems with this idea, mostly because it’s difficult to predict what player classes are necessary in every stage of a game.


(Irrelevant) #33

Poison jab - Don’t need it. If you’re close enough to use it, you might as well knife them.

IMO, mines are fine as they are, except it would be better if you could plant mines anywhere. If you planted on non-terrain they’d be clearly visible, with the canister above ground (For your team it would look like a can with a flag on top, for the other team it’d just look like the can until someone ‘spotted’ it.) Also, I’d like to be able to plant more mines.

Sandbags - Good idea! They could be dropped like med/ammo packs, except stackable.

Gas / flash grenades - Both sound like good ideas, but I’m not sure how much more strategy they’d bring to the game. Maybe also fire grenades?

Soldiers with SMGs should definately be improved. Perhaps able to walk/run faster, jump higher, with more stamina, able to throw grenades further, and with less spread when firing the SMG than with other classes. Also, I think soldiers should have some use for the power bar other than a panzer/mortar. For example, holding down the ‘run’ key whilst using an MG could drain power but reduce spread, or they could have a grenade second function which went a lot further but used power.

I agree that panzers should run out of fuel eventually, then arc downwards (or explode in midair?).

Punching and swords - Sounds like something for a ‘fun mod’. Imagine a game with just swords…

Exploding engineers - What about if you’re in a crowd of your own team? Maybe as an option (jump to go into limbo, click to explode violently?).

Exploding flamers - It should be a flame explosion, maybe like shooting a short blast from the flamethrower in all directions(?).

Bazooka and Browning - Basically cosmetic changes, but these would be nice. Perhaps the 'zook would sound different, so you could tell which team just sent a rocket screaming past your ear. :lookaround:

All scoped shots being fatal would just make things too easy. Perhaps doubled damage, or only hadshots fatal?

Each covert level could mean that the covert has to be nearer before their name starts to flicker.

Maybe whiteout smoke strikes? Four (give or take) smoke canisters drop from the sky, smoking as they go…

“…the eva brown magret thatcher connection…”
Conspiracy theories, anyone? :rolleyes:

“GIANT LASER BEAMS MOD!!!” - Umm… no.

Optional players per class restrictions would be very useful. I have (on occasion) been the only eng on Axis on Fueldump and Battery. Which means I (and only I) get landed with the blame when I loose.


And now for my ideas (My god, can I rant for that long about other people’s opinions? :huh:) :

All bonuses should be transferrable when you change class. Shrub started on this by allowing you to keep the adrenaline and flak jacket, but I’d also like to be able to keep:[ul][li] Heavy Weapon Proficiency - Accelerated cooling would help with a Sten or mounted MG. (soldier 2)
[/li][li] Medic Ammo - Extra ammo is always welcome. :smiley: (medic 1)
[/li][li] Improved use of Explosive Ammunition - See ‘medic ammo’. (eng 1)
[/li][li] Enemy recognition (signals 4)
[/li][li] Assassin (coverts 4)[/ul]
[/li]Team balancing should take into account the XP for each team, and who won earlier maps.

With soldier level 4 (SMG instead of handgun), the SMG should be on the handgun key, not sharing the main gun key.

Just for fun - If you chose to have an SMG as your main gun with soldier level 4, you could have dual-wield SMGs. :fiesta:
This could then also be transferrable.

High level coverts could be able to pick up SMGs, so could take an enemy SMG to aid their disguise. They would have higher spread with an SMG than other classes, though, as they wouldn’t be used to using it (this is just an excuse to balance it a bit).

Either Allies should be able to reload their rifles, or Axis shouldn’t. I don’t care about realism, the current arrangement gives Axis an unnecessary advantage. Alternatively, give Allies the 10 shots per clip, and Axis the 8, to balance them a bit.

Rifle (or hand) grenades shouldn’t get lost when they hit a sky brush. If you have panzers falling, neither should they. Basically, you should be able to fire anything that travels in an arc straight up and have it come straight back down.


(Atlas) #34

You want to know what I think that the best mod would be? Being able to drop your weapons at will instead of having to stand over one on the ground to switch! It takes too long, even more so when your in a firefight and you are low on ammo.


(mouse) #35

Like in the good old RTCW! yes that was better.


(kevinski) #36

The Bazooka was nowhere near as powerful as the Panzerfaust, if I’m not mistaken. Maybe the Bazooka could have a smaller blast radius. Of course, it wouldn’t have the horrible delay that the Panzerfaust has when firing.


(boomart) #37

humm, i’d like to earn more XP when killing an opponent with much xp than me, in a gunfight. >> if i’m 80XP killing a 200xp (light weap skill - lvl 2) with my thompson, i deserve more Xp.

i agree with the drop weapon option and the fuel and gravity restrictions. definitly more realistic.


(kevinski) #38

After playing a bit of Hidden and Dangerous Deluxe, I think using the mouse wheel to cycle between standing, crouching, and going prone would be a great addition to Enemy Territory. And hey, it’d get me outta the habit of using the mouse wheel for weapon switching. So inefficient. :frowning:

Also, how about using the secondary fire a bit more effectively? For instance, with the pistol, you could execute a pistol whip (melee attack) of sorts. With the SMG’s, you’d hit the enemy with the butt of the weapon. Of course, the scoped weapons wouldn’t have melee attacks. The secondary fire would still take you into scoped view. I think it’d be great for specials to use two separate buttons, while being placed in the same weapon bank. For instance:

Engineers would still need two special weapon banks, the first being exclusively for the engineer tool, whereas the other one would involve the primary fire using the dynamite and the secondary fire using the mine.

Field Ops only need a single special weapon bank, with the primary fire using the airstrike canister and the secondary fire using the ammo pack.

Medics switch to a single special weapon bank, where primary fire uses the syringe and secondary fire uses the health pack.


(ItchyBalsak) #39

I would like to quote Irrelevant, but I would probably have to copy it all.
:bash:
I would vote for any of those options.
:banana: :banana: :banana:


(kevinski) #40

And how about the kick feature from RtCW SP? I used the kick so much in SP, and I always wanted to use it in MP. ET needs it. :slight_smile: