What's on your ET:QW wishlist?


(DarkangelUK) #21

you mean like intertwined campaigns? A map has 2 objectives… whatever one is completed decides what map is played next?


(evilsock) #22

Yeah, that would be cool.

Should the human team achieve their objective first, the next map is part of a story line which unfolds depending upon successes and failures.


(Ragnar_40k) #23

In Close Combat you have some kind of meta command map, where you move your troops.
The different maps are connected by roads

But first you must capture those roads. Objectives are marked by flags on the map, some of them are roads. You need to capture them to get access to the adjacent maps.
In ET:QW additionally the time needed, special objectives and/or map progress could give you access to certain adjacent maps.


(evilsock) #24

Wow, I hadn’t thought of it quite that way lol but it works :slight_smile:

Dynamic battles over a distinct set of terrains set a tone for the overall capmpiagn? Each independant victory or loss dictates the overall direction? That’d be interesting…


(DG) #25

soz for “the quoting game” but some interestng points there.

yeah there’s broadly two genre’s but that kind of masks as much as it illuminates - e.g. there’s a huge number of “ETPro-only” players who only pub; a large number of players who almost exclusively care about clanwar (pub being aim prac and thats about it); and then you can still split the shrub/etpub crowd between those who prefer the more vanilla elements and those who are keen on the stuff sometimes described as “fun”, which i find a bad description (not trying to say it isnt fun, but that the other guys are also playing for fun).

Maybe the types are split in two ways (making 4 groups):

  • those who are mostly interested in the competitive side vs. less serious fun; and
  • secondly those who like a broadly vanilla gameplay vs those who like to fiddle with everything.

My additional suggestion would be to have the gameplay of ET:QW take this into account by default (although it seemed to me anyway that vanilla ETmain had alot of the more enduring aspects of Shrubbed RtCW servers ‘embedded’).

I found it kind of interesting how I’d say the gameplay of ET (relative to RTCW) veers towards the Shrub crowd, while they literally imported the RTCW competition mod (OSP). Certainly there’s a lot to be learned from looking at the feature set of ETPro & ETPub and noticing a lot of common items - mainly with regard to the ability for servers to cater more exactly to what their players want, the most obvious example being able to fine tune weapons restrictions. That needs to be balanced against concern over how much servers can define the “game experience” though.

Less scope for meddling on the cvar front would probably be good as well although I haven’t played Doom3 so I really don’t know if the new engine permits it.

Certainly paying lots of attention to what’s capable would be good, but what counts as “meddling” is hard to determine. SD did very well IMO with what they did with the main gfx tweak vars, prevented their extremes while still allowing a good range for reasonable tweaking.


(DG) #26

I really like the close combat idea. Gives variety, introduces a truly strategic element and gives more interest towards the campaign, aswell as the map. Done with care, could also be very interesting and suitable for competition aswell as pubs (even if just a case of leaving only 1 obj in a “stopwatch” mode).

Downside is it takes a lot more maps to produce a campaign that could be won in 3, upside is campaigns arent necessarily won in 3, and maybe even maps are played twice…


(Ragnar_40k) #27

[ul][li]More smaller maps that are parts of a greater area (I don’t know the size of ET:QW maps, but with this you could split a really large map into playable pieces).
[/li][li]Maps maybe played twice (or more), but you could start them with different mapscripts (maybe created on the fly), depending from which side the attacker is coming. You could even play a map 2 or 3 times, e.g.
[/li][list:419aeb0ce2][li]1st time: attackers make it halfways through the map, but can’t win the entire map
[/li] [li]2nd time: maps starts again, attackers have already some forward spawn points - but still can’t win
[/li] [*]3rd time: attackers get a great bonus, e.g. prebuild defenses are destroyed, shorter spawntime etc.[/ul]Alternativly the defenders could push back/annihilate the attacker and then they choose (vote for) the next map - attacker and defender roles have changed.[/list:u:419aeb0ce2]


(Loffy) #28

Hitboxes, hm, didnt doom 3 have per-poly hitboxes or somehting, meaning the model was the hitbox.
Or did i misunderstand something again.
//L


(carnage) #29

if map are going to be massive with walks from the sawpn that would lkeave you out of breath can there be battlefiled style drivables that act as mobile spawns

like in the desert combat mod where you can spawn in the back of the hercules plane and para drop, or maby some kind of comand truck that acts as a spawn point

  • all the weapons from worms armagedon :moo: :banana:

(Colonel_C) #30

Some sort of squad command system.


(DarkangelUK) #31

I heard that as well… could be a good twist to gameplay as well, damage to each part of the body has different effects. Get shot in the legs a couple times and you run slower, get shot in the arms or midridge and your shooting spread is wider, get shot in the head and your view is slightly distorted or fogged.


(Northerner) #32

change the game name!
Enemy Territory is already taken and this game is nothing like the original!


(DG) #33

many things seem similar to me. same developer, same exec producer, same publisher, similar classsystem, similar classes, XP system, rather a lot other than the Wolfenstein theme (a name which it is dropping).


(Sauron|EFG) #34

Per-poly hit detection means little unless there is good antilag, so my wish would be ETPro antilag. :slight_smile:

Get shot in the legs a couple times and you run slower

Shrub/RtCW had that as an option, and it completely ruined the game (that’s why nobody used it).


(carnage) #35

in ET the amount of sapwn killing/attacking is very high

if its similar in ETQW that apears to have very large levels then if you got invured it could take hours to reach the objective. could also favour the defence too much as they usualy spawn nearer the objectives


(evilsock) #36

I read somewhere (ign I think) that along with different weapons, the Strogg have an ingenious method of maintaining ‘fluid’ spawn points. You don’t revive a fallen comrade - you Stroggify a fallen human mwuhahahaha… *coughs


(evilsock) #37

they literally imported the RTCW competition mod (OSP).
I know you’re probably quite excited about that DG but think about the medic class.

Shrub doesn’t have the same stigma attached to it on RtCW as it does for RtCW:ET. On a typcial shrubbed RtCW server, people who tap out, are gibbed or /kill often are configured to release two med packs. This increases the scope for gameplay (for a game that was released in 2001?!).

I always thought the medic class in RtcW:ET easily provided similar advantages. It’s very easy to get lvl3 meds in a single map if you’re focused and gazelle like. As soon as your team mates realise you can revive full-health you begin to get a semblence of coherent play - even on a pub.

I hope there’s enough time left in the development schedule of ET:QW for people to contribute ideas, even at the last minute - who knows?

Certainly there’s a lot to be learned from looking at the feature set of ETPro & ETPub and noticing a lot of common items - mainly with regard to the ability for servers to cater more exactly to what their players want, the most obvious example being able to fine tune weapons restrictions. That needs to be balanced against concern over how much servers can define the “game experience” though.
Totally agree, good point :slight_smile:

Certainly paying lots of attention to what’s capable would be good, but what counts as “meddling” is hard to determine. SD did very well IMO with what they did with the main gfx tweak vars, prevented their extremes while still allowing a good range for reasonable tweaking.
Yup, agreed again.

I have to also agree to the idea of shorter timed map segments - some really tight eight minute action maps would be awesome intersperced between larger maps?!


(DG) #38

:???:


(evilsock) #39

OH NO, A yellow face with some squiglies above it!!23!!

I didn’t mean to offend lol.


(MindLink) #40

Variable spawns, like you spawn inside of a troop transport and are set down on the battlefield at a place the commander marked (of course this has to be restricted to be in a “controlled” area).