Well I have played UrT for 4 years now, and I can say that the Demo didn't really help much at all. I learnt more by asking questions and spectating, which took quite some time. I just like the idea of having to complete goals in order to progress through the tutorial (Having a bot/video of how to do it first, then the player)
Small ideas & miscellaneous suggestions!
- ViruS
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Re: Small ideas & miscellaneous suggestions!
Thinking of which, isn't it about time unvanquished had the menu 'demos'? Its somewhat a pain to have to look through my appdata to see what the exact names of the demos i have are.
You[Tube
Re: Small ideas & miscellaneous suggestions!
We do plan a larger menu overhaul, but for now, you can type /demo <tab> to see a list of your demos.
- ViruS
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Re: Small ideas & miscellaneous suggestions!
How bout a long-range plasma turret that fires once every charge [takes quite a while, like 5 seconds] and requires some time upon locking on before shooting, turns slowly, and the bullet it shoots is fast, but not instant. Does a lot of damage, but not enough to kill a marauder in one hit. It could be a counter for the new regeneration speed of the adv goon [i think its way too fast, and gpp's too slow, no one agrees to raise to 20 seconds...]
Btw, here's a few bugs you might want to reconsider (i dont know where else to put it, i dont want to start a new topic)
The marauder zap lighting is all wrong.
The classic UTCS turret bug. A possibly thesis is that the 'detection' angle is still 45, while the 'shooting angle' which is the one stated in trem.h file, is 30.
Two oms [first one being temporary] can be made by killing one that is marked and building a new one straight away. This isn't really a bug, but game-play wise is annoying as it takes up space.
http://img560.imageshack.us/img560/1250/shot0056j.jpg
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- JOURNEYMAN
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Re: Small ideas & miscellaneous suggestions!
I was playing Doom 3 for the past couple of weeks, and in one of the maps there were spider webs all over the corridor and made it impossible to see further. What if several dretches can create the webs across the corridor and impede human vision or possibly slow them down?
Re: Small ideas & miscellaneous suggestions!
JOURNEYMAN wrote:I was playing Doom 3 for the past couple of weeks, and in one of the maps there were spider webs all over the corridor and made it impossible to see further. What if several dretches can create the webs across the corridor and impede human vision or possibly slow them down?
A dretch with an alternate ability? This has my vote. Would the web cause slow movement or anything? Does it only exist for a time period? How many can a single dretch make?
Re: Small ideas & miscellaneous suggestions!
Only if it's some sort of advanced dretch.
- seana11
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Re: Small ideas & miscellaneous suggestions!
KenuR wrote:Only if it's some sort of advanced dretch.
Seconded. Maybe it could work like web in Natural Selection and slowed people down.
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|o.......................| Say you shot web at "o"...
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Re: Small ideas & miscellaneous suggestions!
seana11 wrote:Code: Select all
|o.......................| Say you shot web at "o"...
- JOURNEYMAN
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Re: Small ideas & miscellaneous suggestions!
JBiscuitz wrote:A dretch with an alternate ability? This has my vote. Would the web cause slow movement or anything? Does it only exist for a time period? How many can a single dretch make?
I would imagine that the web would dissipate after a few minutes. In Doom 3, the webs were part of the map and were very thick to limit the vision. I was thinking the dretches would spit out the web and recharge in similar intervals as the basi gas. Several dretches can setup the webs to limit human vision and if possible also limit their mobility as well. But not to the extent of being inside the creep. I would also imagine that the flamer can remove the webs.