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View Code? Open in Web Editor NEWMy Tremulous GPP mods.
License: Other
My Tremulous GPP mods.
License: Other
I particular:
When both teams reach Stage 3, getting more frags no longer gives a decisive advantage to the stronger team. Often it happens that even though one team is weaker, it successfully defends itself and the match results in a stalemate situation.
The idea is to somehow make use of evos/credits that a player gains when he has already reached the maximum. Both teams can use them for suicide rushes (and humans for grenades). But on Stage 3 there is no goal given the teams would compete for. Sharing/donating is known to be bad for the gameplay.
Vague ideas:
After some number of kills at Stage 3, allow the whole team to get/buy some kind of advantage, perhaps repeatedly. It could be a stronger attack or a damage resistance for a limited amount of time (i.e. imagine a mara rush with double attack/double resistance), a faster damage/firing rate, etc. More ideas for various bonuses: http://risujin.org/tremulous/#relic.
Same as before but instead of kills count evos/credits that are lost due to overflow.
Allow only individuals to buy some advantage (or perhaps some kind of bombs too?) for overflowed evos/credits.
When a basilisk is rotating around a grabbed non-suit human towards his face, it should rotate the human in the same direction. When rotating away from his face, the human should stay still. This has the effect that human is always facing away from the basilisk, when rotating. This allows the basilisk to attack 2 humans more easily.
Confirmed - the pounce flag stays on. When pouncing into water and swimming to a building/human, the unresolved pounce attack applies.
Just throwing out ideas and see what sticks. :P
Maybe if you like part, but don't like S4/5 idea, put them in S3 or whatever.
Stage 4, 5:
Aliens:
Advanced Dretch (free) Stage 4
45 hp, stage 4
Can turn semi-invisible for 30 seconds every so often.
Advanced Tyrant (7 evo) Stage 5
650 hp, stage 5
Does more damage, has single or double regen field.
Alien Buildables:
Goop (4 BP) Stage 4
150 HP
Goop is built from the ceiling, hangs down and obscures view.
Shrine (12 BP) Stage 4
200 HP
Reduces damage aliens and buildings take for a large radius.
Spire (12 BP) Stage 5
300 HP
Shoots poisonous needles, long range. Similar to human's turret.
Weapons:
Landmine ($500) Stage 4
Explodes if an alien steps on it.
Railgun ($1200) Stage 5
Like the mass driver, but does 3x as much damage, and goes through any target, hitting any behind. Impact with a wall causes a small splash area. Should take longer between shots. Should create a visible trail (but the projectile is hitscan).
Human Buildables
Minirocket Battery (12 BP) Stage 4
Mini rockets, slow but destructive.
Force-field Generator (16 BP) Stage 5
200 HP
Aliens within the force-field area take damage. Stops projectiles.
When people kick or mute someone, not only the caller but all voters are responsible. It should be displayed/logged who participated.
It should be optional, controlled by a CVAR.
Humans: Increase human weapons firing rate.
Aliens: Increase attack damaga.
... with logaritmic rate (max 2x base attack/firing rate)
Or perhaps only if they heal somebody?
What about making it a bit like BFG in Quake2? So that it does range damage as it flies by. But only for a short range, let's 2m and only a small damage perhaps just to kill dretches or even less (dretches attacking luci suits are annoying and can hardly help their team). But, it would damage human structures too, so it would prevent luci spammers/campers
With adding new features, it's important that players learn about them. Opening the in-game help on every first connection would make people see it.
Implementation: Probably a new flag into clientSession_t needs to be introduced for that.
Perhaps convert it into 'admit defeat'.
Exclude specs from draw votes.
Currently, g_friendlyFire variable has only values 0/1. Add a new possibility: g_friendlyFire = 2 means that when hitting a teammate, the attacker gets twice as damage as the target. This forces people to be much more careful and not to troll.
That seems to be too harsh. Maybe, turn it on only if someone bleeds teammates too much over some given time.
Or, get the victim a retribution of their equipment from the killer. (Or some percentage of it - g_teamKillRetribution). http://patches.mercenariesguild.net/index.php?do=details&task_id=55
As described here in Redman's post, the engine sends only information about entities that could possibly interact with the client. This causes network lags when crossing room boundaries.
What could help? Sending simply all buildings? Maybe it'd work, because buildings rarely change, so the traffic could be very low. Maybe OM/RC down could cause a single massive lag then.
to prevent OM capture
Most likely this can be copied from the RC count keeping.
Perhaps, as a fog, spreading around eggs. The longer the eggs there, the denser the fog. It would be harder for humans to kill aliens bases from a long distance (for example by jet-campers). The fog should be visible only to humans, not to aliens, if possible.
Even on public/team chat etc. Some people are really annoying and if the community doesn't agree on muting them, there should be such an option.
Walk under them.
(Or foot shots.) Hitting a human into the leg area (or only foot area?) would cause him to move slower for some time, just like when hit by a granger's ball. This would partly eliminate the problem of (new) people not making head shots, and would add another nice feature to the game. Leg shots should be very hard or even impossible for larger aliens, at least when on flat ground - if they could easily cripple a human by their first shot, it would be far to easy to kill him then.
... in the center of a screen. And display a message to the admin (or all?) that the warning has been processed.
People don't cooperate, despite the obvious advantages. An idea to improve that:
Each player (both human and alien) could choose another player to be his (her) leader, called sergenant for humans and queen for aliens. A leader together with all the players that have chosen him as their leader would form a squad (swarm for aliens). All other squad/swarm members are called privates/drones. A person that has no leader and is not a leader himself is called lone wolf.
Privates and drones get credits/evos only when in a vicinity to their leader. When seperated, they get only a little (or no at all?) credits/evos for killing enemies. (Variation: when separated, also medi-kits and regeneration stops working (unless when on creep/booster)). This means that privates/drones must always try to follow the leader and the leader must be careful not to die, otherwise his squad/swarm will be deprived of earning evos/credits until he's back.
Leaders (i.e. sergeants/queens) get much less credits/evos (or no at all?) for their kills. Apart from that, there should be some other mechanism for rewarding leaders, but I haven't thought that through. The goals I'd like to reach are:
The more eggs provide creep for an alien building, the more sturdy it becomes. There should be some limit, for example 5 eggs. For n eggs, the formula for the damage factor could be something like 1 - (MIN(n, 5)-1)0.125, making the structures 2x more resistant to damage when 5 or more eggs are around (don't forget to check that *n > 0).
Implementation: Use #21.
This could save lives :-), especially when running to base poisoned. Would encourage team play.
Variant: Allow to receive medikit only when the receiver has 100HP already.
Variant: Heal - means use own medikit on someone else (my favorite now).
Perhaps a gib particle.
The motivation is to:
The idea is to make two new building, one for humans and one aliens. Let's call them attractors. The more of attractors a team has, the more BPs it has. But there is a minimum distance between each two attractors, similar to human repeaters. So in order to have more attractors, the team has to expand.
There is a global BP limit (set by a server administrator), something like thousands of BPs, that is shared by both teams. The more attractors a team has, the bigger share of these BPs it has.
So if one team camps, the other team can reduce their BPs by expanding and building attractors, essentially forcing the campers into a SD.
So I believe that with this mod there'd be no need for SD anymore.
And I also think this could replace the build-points queue (which doesn't make much sense for UBP anyway). Even for lower global BP limits, it takes time to replace a destroyed attractor, which works similarly to having BPs in a queue.
We have already tried a resistance against flamers. A regular basilisk takes only 1/3 flamer damage, an advanced one 1/4 flamer damage. This way the basilisk can counteract the high power of the flamer.
We could give the basilisk a special ability to get resistance against all weapons (maybe different for projectile and energy weapons?) for a few seconds. After that, the basilisk would have to regenerate the ability before it is able to do it again or to evolve (probably easily implemented using the build timer).
Each successful hit into a human would prolong the resistance period a little bit. For example, the standard duration could be 5s, but when the basilisk keeps hitting humans, it could get gradually prolonged to 10 or even 15s.
Activated resistance would prohibit the basilisk to attack. So it could only grab a human and hold it for other aliens to attack him.
http://img338.imageshack.us/img338/9817/shot0026v.jpg
every two or so updates, i get this error when entering the game
On vanilla trem there is generally room just for 1-2 builders, others fight. With UBP, often one teams just builds (or camps) and it's little for the other team to do.
If instead of having a common pool of BPs buildings cost evos/$ as weapons, it'd be necessary for everybody to fight in order to be able to build. The games would be more active, as nobody would be able to just build, and people good at fighting would pause to build. (Although this would make building less fun for building-oriented people like me.)
A further improvement would be to add another currency that'd reward attacking. It'd be mainly awarded for killing enemy buildings (perhaps also enemies near their base, or just outside your base), and it'd be required for buying strong weapons like the chaingun, the luci, the rant, etc. So if somebody just camps, no attacking currency reward, no strong weapons.
For a lot of build points (let's say 500) each team could construct a device that would destroy a big area of a map. It would take several minutes to build, at least 2, so that the other team has a chance to break out and destroy it. Maybe building it should be announced to both teams?. This would make camping games end faster (and more interesting too).
If destroyed before being finished, it would do only much smaller damage (or no damage?).
Starting it should cost let's say 100 BPs and the rest of BPs should be drained gradually as it is being built. Whether it is activated or disarmed, the build points consumed would be returned to the build point queue.
For humans it could be a nuke device - a large bomb that wipes out all players and buildings in a large radius. Suggested bulding name: Nuclear bomb.
For aliens it could be "a research for a virus" that would infest human buildings in the area. It could make turrets target other human buildings and players, perhaps medi-stations to poison humans etc. It could be contagious so that an infested building infect other nearby ones. Suggested building name: Nanovirus chamber.
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