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Cube & Cube 2 FORUM


Cube 2 Idea Mine - Discuss

by AlternateLives on 11/23/2011 19:53, 237 messages, last message: 03/22/2018 02:32, 248104 views, last view: 11/01/2024 01:30

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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#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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#153: Re: ..

by Papriko on 01/08/2013 19:22, refers to #150

1. Sounds like Rocket Launcher v.2. The original RL is quite overpowered already, so no thx.

2. Sounds okay I guess.

3. We sorts-of have that with the quaddamage.

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#154: Re: ..

by ultrasemen on 01/09/2013 10:14, refers to #152

Yes, I agree about balance, but these are just some "fps tropes" that can be used in many ways, that's just the general idea.

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#155: Re: ..

by ultrasemen on 01/09/2013 10:19, refers to #153

Well, rockets can be made slower to balance it against plasmagun. And plasma will fly faster, but will make less damage. Also, other idea: it can make big damage if shooted directly, just like RL, but have almost no splash damage area. So not like RL+minigun, but more like RL+assault rifle.

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#156: ..

by ultrasemen on 01/09/2013 10:29

Also, about quad damage, that's not the same because quad - you just get it as soon as you see it - and with this overpowered weapon, you will wait until you see this is a good time to use it. For example, nuclear rocket - you pick it up (not so easy, as everyone wants it, just like quad damage), then run around with normal weapon, then see a lot of enemies on a small area - shoot it - they see a flash for a few seconds, try to escape, and then it kills anyone in a big area (10 meters? 20?). And you get lot of frags if you chose a right moment, but it will happen not often, and will be more like a big bonus (and you have a chance of wasting it if enemies will just run away fast).

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#157: Re: ..

by Razgriz on 01/10/2013 10:26, refers to #156

Except this is not Unreal Tournament and people will kill you before you get the chance to use it. So how about no to all these weapon suggestions?

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#158: Re: ..

by ultrasemen on 01/10/2013 15:20, refers to #157

That's only making playing with nuke more interesting and hard, but benefiting.
And still
>So how about no to all these weapon suggestions?
It was only argument against nuke, not against plasma and assault rifle.

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#159: Re: ..

by suicizer01 on 01/11/2013 08:48, refers to #158

The 'assaultrifle' is just a slightly enhanced version of the pistol, so no need to add at all.

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#160: ..

by Nobbins on 01/14/2013 02:50

A pickup akin to the quaddamage that increases your reload speed for a limited time

A pickup that gives you ammo for all weapons, possibly full ammo or 2x that of a regular ammo pickup

A pickup that gives you full invulnerability for a very small period of time, possibly still allows explosions to move you so someone can rocket you off the edge of a map

tl;dr new pickups

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