Forty-Two wrote:DM seems to be optional.
I agree, base attacks became too efficient in too many situations. We are currently backtracking: With the next wave of changes we want to favor skirmishes and coordinated rushes instead of lone wolf base attacks. The latest turret changes were part of this. You should now be unable to do much harm to the human bases when you attack on your own with inexpensive classes.
Forty-Two wrote:More crosshair customization
I'm not opposed to crosshair customization but I feel functionality is more important. I'd rather make them more dynamic instead of allowing users to pick among fixed sprites.
Forty-Two wrote:Damage numbers and hitsounds
Both of this doesn't quite help with immersion. Hitsounds work for arcade style games that trade all their atmosphere for flow (pretty much by definition). Damage numbers are common among RPG where you wouldn't know how much damage you are doing with your current equipment (which doesn't apply to Unv) but apart from that only cartoon shooters use them, for stylistic reasons. For Unvanquished, I'd like to preserve as much of a gloomy atmosphere as possible for a competitive game. The crosshair hit indicators seemed like a good compromise to me.
Forty-Two wrote:Get rid of the class-dependent FOV and put in a slider or something similar
Agreed. As far as I understand this, we already allow this since SDL2. (There isn't a slider yet since we're going to scrap the current UI.)
Forty-Two wrote:Make as much stuff as possible togglable
I disagree. A feature that a significant number of players would disable is a good candidate to be cut. The best audiovisual features are those that 1) we would show in promotional material since we feel they look or sound good and 2) are left enabled by people who play competitively. Every feature that only satisfies one cause will make it harder to create a consistent and fair experience for everyone. People who like good graphics shouldn't be at a disadvantage and people who want to play competitively shouldn't be forced to look at an ugly game.
(However, I'm in favor of making exceptions to allow people with epilepsy, reduced color or sound perception and similiar handicaps to enjoy the game.)