Cube 2 Idea Mine - Discuss |
by AlternateLives
on 11/23/2011 19:53, 237 messages, last message: 03/22/2018 02:32, 248340 views, last view: 11/01/2024 23:24 |
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After seeing idea after idea get shot down all over the place in these forums, it occurred to me that perhaps this thread might be a good idea.
Got an idea for a Cube 2 mod? Go ahead and get it out of your system and post it here. If you are a modder, scroll through these. Maybe one of them can give you some inspiration.
Note to developers and long-time forum users: this is not intended to be a place where future updates or changes to the game you know and love to be posted. This is merely a place where half-formed (but possibly good) ideas can be discussed at present value without having them immediately shot down.
On that note, the only rule: No attacking of ideas just because they are not implementable within the current engine.
Have fun!
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Board Index
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#127: Re: weapon turning balance! |
by Zamwa
on 10/23/2012 23:35, refers to #126
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Marginally slower turning for all weapons except the handgun!
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#128: Re: weapon turning balance! |
by baby~rabbit
on 10/24/2012 05:23, refers to #127
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Weapon "turning balance" - the larger the gun the slower for the player to spin round, and with increasing chance for them to fall over?
That might be realistic, but somewhat annoying to gameplay :P
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#129: Re: weapon turning balance! |
by Zamwa
on 10/24/2012 19:04, refers to #128
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Originally I was thinking basing the balance on how weapons were useful in real life, but that would hurt gameplay with the style of maps already chosen! So I based it on the ingame handgun usefulness instead!
Oops forgot the shotgun! 8/10
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#130: weapon turning balance! |
by Zamwa
on 10/26/2012 07:13
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I'm probably over thinking this, I just thought of balancing the difference on weapon effective ranges!
handgun 8/10
rifle 7/10
grenade launcher 9/10
shotgun 9/10
machine gun 9/10
rocket launcher 8/10
chainsaw 10/10
This configuration would make aiming with all weapons comfortable with all game modes and maps!
Code & guinea pigs anyone? :"P
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#131: .. |
by degrave3
on 10/26/2012 09:11
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Weapons is ok, except grenade launcher in svn, i don't like changes.
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#132: Re: .. |
by Razgriz
on 10/27/2012 00:01, refers to #131
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I do like them, longer reach and shorter fuse ftw.
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#133: Re: .. |
by suicizer01
on 10/27/2012 00:54, refers to #132
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Only making a double nade jump from zero is a bit harder now.
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#134: Might seem a bit boring, but anyway... |
by WilliamL
on 12/15/2012 11:10
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Would it be good idea to put in a sort of 'sightseeing' mode? Have the HUD stats gone and maybe set the walking speed a little slower, so that we can just walk around, admiring the maps? Kind of like Platinum Arts Sandbox before 2.8?
It might seem a bit stupid, but I'd love a mode like that in the game, or at least in a mod.
(Also, I'd love it if there were a Slender mod. Just sayin'.)
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#135: Re: Might seem a bit boring, but anyway... |
by suicizer01
on 12/15/2012 12:30, refers to #134
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Use spectator for that.
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#136: Re: Might seem a bit boring, but anyway... |
by Papriko
on 12/15/2012 13:02, refers to #135
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Good idea. Tweaking the floatspeed a bit and with /hidehud 1 you can turn the last bits of the HUD invisible.
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#137: Re: Might seem a bit boring, but anyway... |
by eihrul
on 12/15/2012 15:00, refers to #136
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Can just use gamespeed...
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#138: Opinion |
by Misterwright
on 12/16/2012 17:49
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Weapon balancing changes are ok but i wouldnt like to have mods that make sauerbraten more like minecraft or add rpg elements or something.
Sauerbraten is a really nice fps, im having really fun in multiplayer with all the action there and the big variety of gamemodes and I am against big changes.
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#139: Re: Opinion |
by suicizer01
on 12/16/2012 17:52, refers to #138
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Continue modding eisenstern, good luck.
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#140: .. |
by Papriko
on 12/22/2012 21:50
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Grenades being influenced by jumppads.
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#141: Re: .. |
by Razgriz
on 12/23/2012 00:36, refers to #140
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homing ability for grenades.
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#142: Re: .. |
by Zamwa
on 12/23/2012 06:22, refers to #141
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Sticky ability for grenades.
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#143: Re: .. |
by Q009
on 12/23/2012 06:35, refers to #142
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Base capturing ability for grenades.
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#144: .. |
by Razgriz
on 12/23/2012 17:02
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ability for grenades to pick up weapons and fire them
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#145: Re: .. |
by suicizer01
on 12/23/2012 19:23, refers to #144
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Ability for grenades to kill players. Oh wait, that's already included.
Ability to pick up and score the flag!
Ability not to kill anyone, yet to make a dead player spawn at the place of explosion (after the boom).
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#146: Re: .. |
by suicizer01
on 12/23/2012 19:26, refers to #145
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Or... Make a bot with 80 skill (and quad?) And a random weapon which attacks your opponent. This adds a tricky random effect to the gameplay.
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