Cube 2 Idea Mine - Discuss |
by AlternateLives
on 11/23/2011 19:53, 237 messages, last message: 03/22/2018 02:32, 248320 views, last view: 11/01/2024 21:32 |
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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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#46: Re: keyboard looking |
by suicizer01
on 01/22/2012 03:02, refers to #45
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very true, but scripting things which makes you turn 180 degrees looks very bot-like to me.
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#47: Re: keyboard looking |
by Razgriz
on 01/22/2012 11:17, refers to #46
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eh, people who can turn 360 degrees 10 times by moving the mouse to the left 2cm don't need this stuff.
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#48: Re: keyboard looking |
by suicizer01
on 01/22/2012 14:25, refers to #47
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Very true, but I doubt a player which just started can aim with an accuracy higher than 30 with that.
Of course, after some practice (I doubt it wouldn't take a week or a month if the certain player plays like 1 รก 2 hours each day).
So let's relay on skill again, instead of scripting things like that.
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#49: Re: keyboard looking |
by Razgriz
on 01/22/2012 18:13, refers to #48
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you're getting off topic now, this isn't the point.
if you're worried about how people could abuse this to gain an advantage, i could go on for two pages bitching endlessly about game settings used for a purpose other than the one intended. so let's not go there, ok?
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#50: Re: keyboard looking |
by Zamwa
on 01/22/2012 19:20, refers to #49
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Raz you are trolling please read this thread http://cubeengine.com/forum.php4?action=display_thread&thread_id=2469
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#51: Re: keyboard looking |
by Razgriz
on 01/22/2012 20:59, refers to #50
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Zamwa, i'd rather not pick on your poor choice of moral guidelines when you cannot discern the circumstances yourself. That being said, comment ignored.
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#52: Re: keyboard looking |
by Zamwa
on 01/23/2012 02:28, refers to #51
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Thanks for noticing My intention is pure at heart! :")
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#53: Re: keyboard looking |
by Razgriz
on 01/23/2012 06:34, refers to #52
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Not really, no.
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#54: Revamped Insta mode |
by AlternateLives
on 01/29/2012 04:24
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Rules are exactly the same as insta, but with a twist: all weapons are enabled, and weapon pickups are default.
Would you guys play such a game mode?
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#55: Re: Revamped Insta mode |
by Zamwa
on 01/29/2012 05:07, refers to #54
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To keep true to the mode of insta I'm thinking a one chance permanent-weapon-choice that the player can select on a map that provides the pickup! I'd dub it something like insta-PWC!
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#56: Re: Revamped Insta mode |
by Razgriz
on 01/29/2012 06:19, refers to #55
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Insta with miniguns or rockets? Or shotguns? Eh, can't you guys come up with something better?
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#57: Re: Revamped Insta mode |
by suicizer01
on 01/29/2012 10:02, refers to #56
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collector deathmatch...
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#58: .. |
by Papriko
on 02/02/2012 15:12
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What about the jumppad sounds? My idea would be that you A) have a way to set the jumppad sound via map config or something like that or B) that the sound is simply made more generic.
The current sound simply doesn't suit that great. When you play on a futuristic map and you have a jumppad disguised as some energy-thingy or you play on maps with older theme, such as flagstone then the sounds seem a bit misplaced.
Which steam vents make ~DOING~ when you step on them?
That DOING seems the best for cartoon-like maps, but we rarely have any. The most maps in Sauer are medival, futuristic or industrial and the DOING is simply not right for any of em.
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#59: Why 5 seconds respawn time in capture? |
by Redon
on 02/02/2012 22:39
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PLEASE put the respawn time in regular capture back to 10 seconds, like it used to be. I haven't played for quite a while and only noticed it was set to 5 seconds now. Capture is not CTF. In CTF, you spawn in your base, and you need to run all across the map. In Capture, fragging someone should actually provide a tactical advantage. Having players respawn 5 seconds later to continue attacking your base makes fragging them almost pointless. The capture games that used to take place on TC servers regularly were absolutely well balanced and fun, I don't see why this change was necessary. I just played a 2vs2 on a server and it felt a big step closer to the frustrating regen capture, because you spend much less time collecting ammo, health and armour to prepare your attacks, and instead are forced to run around constantly to defend your bases. And please don't come with the argument "most players don't want to wait ten seconds before respawning". Experience has shown that "most players" don't play capture anyway. It's already an annoyance enough to see all the servers playing ictf and regen, so please don't also cripple the favourite gamemode of the capture-loving minority like this as well.
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#60: Re: Why 5 seconds respawn time in capture? |
by Zorg
on 02/03/2012 00:23, refers to #59
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+1
Do it for us stick-in-the-muds. Nobody will complain 'cause nobody will care.
(Wtf, same math question as on quadropolis 20 seconds ago. Owned that math test. Skill comes with pratice!)
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#61: Re: Why 5 seconds respawn time in capture? |
by suicizer01
on 02/03/2012 00:26, refers to #59
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If you died you can't defend your base, that's probably the reason why it the spawndelay has been set to 5 seconds.
Nevertheless, I also agree 10 seconds was just fine.
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#62: Re: .. |
by suicizer01
on 02/03/2012 00:29, refers to #58
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That's just the reason why I love the jumpppad sound of SauerEnhanced, by Q009 ^^.
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#63: .. |
by Papriko
on 03/18/2012 16:18
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Due to the fact that SP ents are probably not going to be ported to MP soon, what about this:
Auto-adjusting ents. When you place boxes and barrels, they load normally in SP mode, but when you play in MP they directly convert themselves to mapmodels with the same values (used model, angle).
Might be somewhat useful, right now do boxes and barrels simply turn into air.
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#64: Single Weapon Efficiency (simplified tactics) |
by Zorg
on 03/19/2012 10:08
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The basic and quite simple idea:
An addition to efficiency where you can specify just one of the weapons for the match. We already got it for the rifle (called insta), but I think it would be nice to do this with the other weapons, too. I could imagine this being a command line option only, maybe be typing "/effic1" ... "/effic4" for shotgun, machinegun, rockets and nades.
I could imagine that might be a nice feature for players who want to improve with a certain weapon. And it would be fun, of course. I'm aware that this suggestion is a tiny bit similar to tactics arena, but it is still very different, as both players have the same (and only one) weapon here.
Anyways, this would probably be very easy to implement, which is why I wanted to put this out here for discussion. What do you think of it?
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#65: Re: .. |
by suicizer01
on 03/19/2012 20:54, refers to #63
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? Never knew that.
Should there be any good reason for that actually?
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