Article View: alt.games.unreal.tournament
Article #191459Some ideas...
From: Todd
Date: Sun, 26 Apr 2009 22:30
Date: Sun, 26 Apr 2009 22:30
54 lines
3786 bytes
3786 bytes
I got into deathmatch with the original Jedi Knight. It wouldn't run quite right on my Mom's e-Machine, so I tried Quake II, and loved it. When I upgraded to Windows XP, Q2 had a tendancy to crash, so I switched to Unreal Tournament. But, when playing standard games, I miss how JK would drop a backpack when a player died. This backpack would contain everything that the player was carrying. That's all his weapons and ammo, and other useful things like bacta tanks (portable health). See, sometimes I'm heading for my favorite weapon (say the flak cannon), but someone beats me to it. So I kill him, but he's using the rocket launcher, so that's what he drops. Where'd the flak cannon go? Where'd all the other weapons he was carrying go? Someone made a pinata mutator, which is great, except on 2004 if you have "weapons stay" on and you can't pick up the dropped guns. Say I have the flak cannon, with 44 shells (?). I can carry 50. I run over 10 shells and pick them up. I now have the max 50. Where did the other four go? Here's the way I think it should work: I have the flak, with less than forty shells. I run over another flak gun, taking the shells, but leaving the gun. If someone runs over it immeadiately after, they get the gun but with no shells. If I only need, say, six, it will come with four. If no one picks it up, it regenerates the shells, one ever two seconds or so, until it has its standard load. Something like a machine gun might regenerate five bullets every second. Health and armor would work the same way. If there's twenty-five health, and I only need 12, thirteen would remain but regenerate to 25 in thirteen seconds. I doubt this could be done in mod form. The game would have to be designed this way. Another idea that follows the "where did the ammo go" question, is when I die, all the weapons I'm carrying blow up. Bullets, flak shards, bio goo, whatever all go flying out. The more I have, the bigger the damage area. 30 rockets would create a much larger damage area than five. And if you're close, you'd better hope I wasn't carrying a redeemer. There are a couple of boom-death mods (redeemer level explosions, not tied to the actually presence of a redeemer). But they seem to have the person who goes boom get the points for the deaths, rather than the killer. Not good for Carry the Flag with drop-cap. I have a flag, someone else has the other; I kill an opponent who goes boom. Me and my teammates are all killed. Friendly fire is 0, so any other opponents are unhurt. Surviving opponent is near both flags, and caps.
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Path: mbox-mo1.pugleaf.net!border1.nntp.ams.giganews.com!nntp.giganews.com!news-out1.kabelfoon.nl!newsfeed.kabelfoon.nl!xindi.nntp.kabelfoon.nl!newsfeed.freenet.de!newshub.sdsu.edu!flph200.ffdc.sbc.com!prodigy.net!flph199.ffdc.sbc.com!prodigy.com!flpi107.ffdc.sbc.com!nlpi070.nbdc.sbc.com.POSTED!2bdf0420!not-for-mail From: Todd <noone@nowhere.com> Newsgroups: alt.games.unreal.tournament Subject: Some ideas... Message-ID: <86m9v49bfcqq4ijuln315llpese9p9vgrf@4ax.com> X-Newsreader: Forte Agent 1.93/32.576 English (American) MIME-Version: 1.0 Lines: 56 NNTP-Posting-Host: 67.181.194.72 X-Complaints-To: abuse@prodigy.net X-Trace: nlpi070.nbdc.sbc.com 1240785046 ST000 67.181.194.72 (Sun, 26 Apr 2009 18:30:46 EDT) NNTP-Posting-Date: Sun, 26 Apr 2009 18:30:46 EDT Organization: at&t http://my.att.net/ X-UserInfo1: SCSYQNONAZU[BT@XWBCBNWX@RJ_XPDLMN@GZ_GYO^ZUDUWYAKVUOPCW[ML\JXUCKVFDYZKBMSFX^OMSAFNTINTDDMVW[X\THOPXZRVOCJTUTPC\_JSBVX\KAOTBAJBVMZTYAKMNLDI_MFDSSOLXINH__FS^\WQGHGI^C@E[A_CF\AQLDQ\BTMPLDFNVUQ_VM Date: Sun, 26 Apr 2009 15:30:42 -0700 Bytes: 3778 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit