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Cube 2 Idea Mine - Discuss

by AlternateLives on 11/23/2011 19:53, 237 messages, last message: 03/22/2018 02:32, 248207 views, last view: 11/01/2024 15:19

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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#133: Re: ..

by suicizer01 on 10/27/2012 00:54, refers to #132

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

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

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

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

Can just use gamespeed...

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#138: Opinion

by Misterwright on 12/16/2012 17:49

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

Continue modding eisenstern, good luck.

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#140: ..

by Papriko on 12/22/2012 21:50

Grenades being influenced by jumppads.

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#141: Re: ..

by Razgriz on 12/23/2012 00:36, refers to #140

homing ability for grenades.

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#142: Re: ..

by Zamwa on 12/23/2012 06:22, refers to #141

Sticky ability for grenades.

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#143: Re: ..

by Q009 on 12/23/2012 06:35, refers to #142

Base capturing ability for grenades.

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#144: ..

by Razgriz on 12/23/2012 17:02

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

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

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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#147: Re: ..

by suicizer01 on 12/23/2012 19:28, refers to #146

I mean that bot spawns instead of a player.

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#148: Re: ..

by Razgriz on 12/23/2012 23:25, refers to #147

way to ruin all this, combo breaker.

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#149: Re: ..

by Q009 on 12/24/2012 05:07, refers to #147

Fail.

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#150: ..

by ultrasemen on 01/08/2013 14:44

I noted that some weapons are typical and present in most of classic sci-fi fps, but are missed in Sauer:
1. Plasma gun (rapidly shooting gun, but with fast-flying projectiles, not bullets (and that's difference with minigun), making more damage compared to every minigun bullet, but shooted not so fast and also it's harder to aim on moving enemy with it, so it's something between minigun and rocket launcher in general).
2. Some weak assault rifle, but always with a lot of ammo, and often having interesting alternative modes.
3. Some epic gun with very small ammo, incredible damage and slow projectile speed/requiring much time to "get ready to shooting".

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#151: Re: ..

by ultrasemen on 01/08/2013 14:45, refers to #150

*noticed
Sorry for my english.

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#152: Re: ..

by Hansbert on 01/08/2013 16:15, refers to #150

The balance between the weapons is very crucial to a game like Sauerbraten. It has been working pretty amazing in the past and has been thoroughly refined with the new release after extensive testing (I suppose).

Also, Sauerbraten is very simple and fast-paced. More weapons would make it more complicated, more difficult and slower to switch between these weapons.

Notice that Sauerbraten also differs from many other games as it doesn't come with secondary fire. For the same reasons as above.

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