Tremulous Forum

Community => Mod Ideas and Desires => Topic started by: GLaDOS on November 11, 2010, 08:44:36 pm

Title: What could be in trem 1.3?
Post by: GLaDOS on November 11, 2010, 08:44:36 pm
Post suggestions here =D
Title: Re: What could be in trem 1.3?
Post by: jez on November 11, 2010, 08:48:14 pm
Irrelevant. Its not coming out until Friday.
Title: Re: What could be in trem 1.3?
Post by: K-otic on November 11, 2010, 08:57:50 pm
whatever 1.2 has and more!!!!!!!!!!!!!
Title: Re: What could be in trem 1.3?
Post by: CATAHA on November 11, 2010, 09:22:38 pm
I hope a lot of improvenets that was offered by community already.
Title: Re: What could be in trem 1.3?
Post by: A Spork on November 11, 2010, 09:33:15 pm
I would think it'd be more likely after 1.2 is released for trem 2.0 to be released with engine improvements...

of course, that wont happen for like 10 years...
Title: Re: What could be in trem 1.3?
Post by: superspirality on November 11, 2010, 09:34:46 pm
of course, that wont happen for like 100 years...
Fixed yer typo.
Title: Re: What could be in trem 1.3?
Post by: your face on November 11, 2010, 11:31:41 pm
How about a release date.
Title: Re: What could be in trem 1.3?
Post by: Firstinaction on November 12, 2010, 12:15:47 am
How about stannums already made and animated guns...
Title: Re: What could be in trem 1.3?
Post by: swamp-cecil on November 12, 2010, 12:47:00 am
How about stannums already made and animated guns...

what about the ones with skin?
Title: Re: What could be in trem 1.3?
Post by: jm82792 on November 12, 2010, 04:12:50 am
Well how about what they've done and what they need to do?
Title: Re: What could be in trem 1.3?
Post by: freezway on November 12, 2010, 05:43:03 am
@jm:
they need sounds. look under the "developers corner" and "tremulous sound licenses" for more info.
Title: Re: What could be in trem 1.3?
Post by: jm82792 on November 12, 2010, 05:47:46 am
Ah that's it?
Sounds are something I want to stay clear of, I hope the best for em.
I'll read the thread anyways :)
Title: Re: What could be in trem 1.3?
Post by: DraZiLoX on November 12, 2010, 01:11:41 pm
Quote from: http://tremulous.net/wiki/Sound_Licenses
we have 106 of 211 sounds done (50.50%)
Yey.
Title: Re: What could be in trem 1.3?
Post by: Norfenstein on November 12, 2010, 11:20:10 pm
I would think it'd be more likely after 1.2 is released for trem 2.0 to be released with engine improvements...
I don't know who be doing that work, if it were to happen. After playing Tremulous for almost ten years I personally would have no interest in doing a graphics-only update, even if I were able to contribute to it in a meaningful way.

But concerning gameplay, I would rather redesign everything from the ground up than continue adding on to Tremulous as it is, which means that it probably wouldn't be appropriate for anything I direct after 1.2 to still be called "Tremulous". But I also don't necessarily have to be the person in charge of Tremulous gameplay after 1.2.
Title: Re: What could be in trem 1.3?
Post by: CorSair on November 13, 2010, 12:21:27 pm
I would think it'd be more likely after 1.2 is released for trem 2.0 to be released with engine improvements...
Meh, nothing graphical, but more special gimmicks! More interesting than graphical improvement, and besides, it's last on my list what very good game contains. ;)
Title: Re: What could be in trem 1.3?
Post by: CATAHA on November 13, 2010, 01:44:32 pm
Why not both? Good engine also can provide some new possibilities to gameplay improvement. =D
Title: Re: What could be in trem 1.3?
Post by: GeneralScott on November 16, 2010, 05:27:46 pm
Speaking of gameplay improvments, how about adding advanced versions of the Tyrant and the Dretch?

Advanced Tyrant - Can turn invisible, has 450 HP,  and can pounce like a goon and land on enemies
Advanced Dretch - Can fly, has 60 HP, and has 6 goon barbs it can fire.
Title: Re: What could be in trem 1.3?
Post by: Pazuzu on November 16, 2010, 05:58:00 pm
Speaking of gameplay improvments, how about adding advanced versions of the Tyrant and the Dretch?

Advanced Tyrant - Can turn invisible, has 450 HP,  and can pounce like a goon and land on enemies
Advanced Dretch - Can fly, has 60 HP, and has 6 goon barbs it can fire.

Why not just add SUPER-MEGA-AWESOME-ADVANCED-UBERPWN versions of every class while we're at it? No.
Title: Re: What could be in trem 1.3?
Post by: UniqPhoeniX on November 16, 2010, 05:59:10 pm
That's not gameplay improvement. That is a just a bunch of random stuff thrown on top. You know what happens when you throw together a bunch of random stuff? You get a pile of random stuff, not a good game.
Title: Re: What could be in trem 1.3?
Post by: GeneralScott on November 16, 2010, 08:18:19 pm
:/ I was kidding. Sorry, I forgot the roll-eyesy face
Title: Re: What could be in trem 1.3?
Post by: Gorn on November 18, 2010, 09:58:42 am
Quote
What could be in trem 1.3?

1. Select/Manage a gameplay (configuration) like default, boost (like xserverx), other ...
2. Match "Human vs. Alien", "Human vs. Human" or "Alien vs. Alien"
3. More informations on server list (configuration => default or custom) (mod => default, TremX, ...)
4. More maps in default install
5. Add "option bot" in default install (solo training for novice)

Trem 2.0

=> Change engine
Title: Re: What could be in trem 1.3?
Post by: Pazuzu on November 18, 2010, 01:50:54 pm
1. Select/Manage a gameplay (configuration) like default, boost (like xserverx), other ... <-- No. A vanilla install is just that. Add your X crap on your own.
2. Match "Human vs. Alien", "Human vs. Human" or "Alien vs. Alien" <-- Already been tried, not likely to make it into vanilla.
3. More informations on server list (configuration => default or custom) (mod => default, TremX, ...) <-- You'd only really need one option, vanilla or mod.
4. More maps in default install <-- Already done.
5. Add "option bot" in default install (solo training for novice) <-- Offline training would be useful.
Title: Re: What could be in trem 1.3?
Post by: GeneralScott on November 18, 2010, 06:02:52 pm
Engine change so stuff can have better graphics and a RAGDOLL physics system!
More classes, alien weapons, more human guns and armors.
Vehicles and flying aliens
Title: Re: What could be in trem 1.3?
Post by: Pazuzu on November 18, 2010, 06:05:48 pm
Engine change so stuff can have better graphics and a RAGDOLL physics system!
More classes, alien weapons, more human guns and armors.
Vehicles and flying aliens
For 1.3, sure, if they can somehow find a way to balance all ofwait a minute, "flying aliens"? "Alien weapons"?
Title: Re: What could be in trem 1.3?
Post by: CorSair on November 19, 2010, 08:26:32 pm
5. Add "option bot" in default install (solo training for novice)

Like in Nexuiz, there should be some training courses. To tell meaning of game, basic strategy instructions, how weapons and classes works, and list could continue on. Least something that tells how to do fine in game and in servers.
Title: Re: What could be in trem 1.3?
Post by: revelati on December 23, 2010, 06:41:25 am
Tremulous is a great game, however I would add these features:

Weapons:
~ sniper rifle
~ laser trip mines
~ remotely detonating explosive charge / grenades
~ small missile launcher
~ toxic gas canister

Buildings:
~ research facility- e.g. allows to upgrade buildings (e.g. reactor- more power; less energy consumption; larger energy range for buildings), weapons (bigger ammo clips, better accuracy, more damage, higher rate of fire), stronger armor
~ mounted gun operated by human (e.g. gattling gun)
~ flamethrower turret

Additional features:
~ RPG elements- upgrading human stats in armory (e.g. accuracy, speed, carrying capacity, endurance / HP)
Title: Re: What could be in trem 1.3?
Post by: jm82792 on December 23, 2010, 07:52:25 am
XReal port or some other game engine port.
Title: Re: What could be in trem 1.3?
Post by: Tremulant on December 23, 2010, 12:50:47 pm
revelati, did you really need to post that in two separate threads.

XReal port or some other game engine port.
Have you seriously not noticed that these threads are thoroughly unhelpful yet?
Title: Re: What could be in trem 1.3?
Post by: jm82792 on December 24, 2010, 06:02:03 am
Takes one person who knows what he is doing and has the desire to do it.
Title: Re: What could be in trem 1.3?
Post by: Si-wins on December 29, 2010, 08:42:53 am
1.3 will never happen. and neither wil 1.2
Title: Re: What could be in trem 1.3?
Post by: CreatureofHell on December 29, 2010, 10:42:22 am
1.3 will never happen. and neither wil 1.2

I like your optimism.  8)
Title: Re: What could be in trem 1.3?
Post by: iRa` on December 29, 2010, 10:51:36 am
there is no 1.2 why do you ask for 1.3
hope that 1.2 will be released xD
Title: Re: What could be in trem 1.3?
Post by: swamp-cecil on December 29, 2010, 05:49:45 pm
1.3 will never happen. and neither wil 1.2

1.2.1 will, though
Title: Re: What could be in trem 1.3?
Post by: Si-wins on December 29, 2010, 09:32:51 pm
1.3 will never happen. and neither wil 1.2

I like your optimism.  8)

thanks hoe
Title: Re: What could be in trem 1.3?
Post by: Conzul on December 30, 2010, 02:07:59 am
1.3 will never happen. and neither wil 1.2

Spoon boy: Do not try and bend the 1.2. That's impossible. Instead... only try to realize the truth.
Neo: What truth?
Spoon boy: There is no 1.2.
Title: Re: What could be in trem 1.3?
Post by: OhaiReapd on January 01, 2011, 05:53:29 pm
Tremulous is a great game, however I would add these features:

Weapons:
~ sniper rifle
~ laser trip mines
~ remotely detonating explosive charge / grenades
~ small missile launcher
~ toxic gas canister

Buildings:
~ research facility- e.g. allows to upgrade buildings (e.g. reactor- more power; less energy consumption; larger energy range for buildings), weapons (bigger ammo clips, better accuracy, more damage, higher rate of fire), stronger armor
~ mounted gun operated by human (e.g. gattling gun)
~ flamethrower turret

Additional features:
~ RPG elements- upgrading human stats in armory (e.g. accuracy, speed, carrying capacity, endurance / HP)

I like how random kids come on here thinking they can "improve" a game. You do realize this will make humans 10x as OP as they already are right? No more adding, other than maybe an Adv. Dretch with more health than a normal one. BUT No more adding, I want gameplay improvements. Pull a bungie! Tremulz Wars! RTS Gogogogo.  ::) JK JK JK
Title: Re: What could be in trem 1.3?
Post by: FOXHOUNDz on January 01, 2011, 06:04:46 pm
How about a robust offline AI?
Title: Re: What could be in trem 1.3?
Post by: OhaiReapd on January 01, 2011, 06:06:06 pm
How about a robust offline AI?

AI sucks. Making it robust will take too long. But I would like to have built in bots. Don't have to be good, just some paths so I don't have to always install them.
Title: Re: What could be in trem 1.3?
Post by: FOXHOUNDz on January 01, 2011, 06:30:26 pm

AI sucks. Making it robust will take too long. But I would like to have built in bots. Don't have to be good, just some paths so I don't have to always install them.

If the developers intend on expanding the Tremulous community, they have to add more features to the game besides the multilayer segment. Path bots are great for online games, but it would be nice to see some truly intelligent bots specifically designed for offline play.

But who cares. Seeing as it's taking 4 years + from the last stable release I doubt we'll see 1.3 until 2015 or so.
Title: Re: What could be in trem 1.3?
Post by: Firstinaction on January 02, 2011, 06:44:35 pm
SSHHHHH         :o
Title: Re: What could be in trem 1.3?
Post by: jm82792 on January 03, 2011, 03:28:48 am
Bots would be nice although bots for any game seem to "break" your ability to play with real humans as I've experienced in the past with other games.
Title: Re: What could be in trem 1.3?
Post by: cron on January 03, 2011, 03:41:38 am
Here's my 1.2/1.3 wish list, ordered from most to least important:


Edit: I'm keeping an updated list of these (and more) on Unvanquished's blarg: http://blargonauts.blogspot.com/2011/01/wishlist.html
Title: Re: What could be in trem 1.3?
Post by: UniqPhoeniX on January 03, 2011, 07:08:38 am
Domination (cmon, it ain't that difficult)
AMP / scriptable entities
updated engine/renderer (XReal probably)
bug fixes. LOTS of bug fixes. Seriously, did you know you can blast/luci through patches from a certain distance?
basic bots, just good enough that they can build, defend and attack (and actually win without free funds and such if their opponent sux)
actual in game tutorial
minimap
a god damn release, and more regular releases with whatever updates there are

There have been projects for almost everything in this list, several for some of these, and they have all died...

also, some smaller things so mappers have more freedom: limited jetpacks, power/creep range limited by walls, cylinder/capsule shaped bboxes, improved alien swimming ability
And yes, I do realize the chances of any of those actually getting into trem in the next decade are very small.
Title: Re: What could be in trem 1.3?
Post by: Thoth on January 03, 2011, 08:02:28 am
The :hovel:
Title: Re: What could be in trem 1.3?
Post by: Loki on January 09, 2011, 11:12:53 am
You mean Adv. :hovel:
with acid tubes  :D
Title: Re: What could be in trem 1.3?
Post by: CATAHA on January 09, 2011, 11:13:54 am
Not funny! (c)
We miss hovel...
Title: Re: What could be in trem 1.3?
Post by: jm82792 on January 10, 2011, 01:02:45 am
You mean Adv. :hovel:
with acid tubes  :D
Not a horrible idea, maybe some added defense to beef it up a little.
Title: Re: What could be in trem 1.3?
Post by: Haraldx on January 10, 2011, 06:01:07 pm
For now, all suggestions in this thread are bad. Sorry guys, but by just adding random ideas you can't make a better game. However, the  adv :hovel: isn't that bad, just some tweaking here, tweaking there and we got our hovel back!
Title: Re: What could be in trem 1.3?
Post by: Lecavalier on January 10, 2011, 10:32:10 pm
Tremulous maps are too small for sniper rifles.

 It would be hard to add anything without throwing balance way off. I think maybe a hammer/axe wouldn't bee too drastic. Painsaw does little damage (11) but it attacks very fast (about 13 times per second) and has short range. The hammer/axe would have short range and do a lot of damage (maybe around 100), but it would be very slow, something around one attack per second.  It, essentially, would be a painsaw.  The only reason I would suggest something like this is simply to add a little variety to the armoury, without being a game-changer.

That's just my two cents.
Title: Re: What could be in trem 1.3?
Post by: revelati on May 04, 2011, 09:59:38 am
I would also add:
~ nightvision googles
~ landmines
~ semiautomatic pistol
~ knife
~ forcefields (temporary- rechargable)
~ cloaking device for humans (temporary- rechargable).
Title: Re: What could be in trem 1.3?
Post by: Tremulant on May 04, 2011, 12:06:20 pm
I would also add:
~ nightvision googles
(http://oi54.tinypic.com/5nksjl.jpg)
Title: Re: What could be in trem 1.3?
Post by: CreatureofHell on May 04, 2011, 04:04:03 pm
I would also add:
~ nightvision googles
~ landmines
~ semiautomatic pistol
~ knife
~ forcefields (temporary- rechargable)
~ cloaking device for humans (temporary- rechargable).

After almost five months of thinking did you come up with anything for aliens too?
Title: Re: What could be in trem 1.3?
Post by: Qrntz on May 04, 2011, 04:25:47 pm
After almost five months of thinking did you come up with anything for aliens too?
(http://stashbox.org/1109887/marauder.jpg)
(http://stashbox.org/1109888/marauder_1.jpg)
(http://stashbox.org/1109889/marauder_2.jpg)
(http://stashbox.org/1109890/marauder_3.jpg)
Title: Re: What could be in trem 1.3?
Post by: Ripple on May 04, 2011, 06:57:30 pm
I liek the third one.
Title: Re: What could be in trem 1.3?
Post by: vcxzet on May 06, 2011, 12:09:29 am
(http://i.imgur.com/YAPxR.jpg)
Title: Re: What could be in trem 1.3?
Post by: Pazuzu on May 06, 2011, 01:04:59 am
TSA workers? What do they have to do with... Oh. Interplanetary travel.
Title: Re: What could be in trem 1.3?
Post by: revelati on December 20, 2011, 05:12:25 pm
Tremulous is a great game, however I would add these features:

Weapons:
~ sniper rifle
~ laser trip mines
~ remotely detonating explosive charge / grenades
~ small missile launcher
~ toxic gas canister

Buildings:
~ research facility- e.g. allows to upgrade buildings (e.g. reactor- more power; less energy consumption; larger energy range for buildings), weapons (bigger ammo clips, better accuracy, more damage, higher rate of fire), stronger armor
~ mounted gun operated by human (e.g. gattling gun)
~ flamethrower turret

Additional features:
~ RPG elements- upgrading human stats in armory (e.g. accuracy, speed, carrying capacity, endurance / HP)

I like how random kids come on here thinking they can "improve" a game. You do realize this will make humans 10x as OP as they already are right? No more adding, other than maybe an Adv. Dretch with more health than a normal one. BUT No more adding, I want gameplay improvements. Pull a bungie! Tremulz Wars! RTS Gogogogo.  ::) JK JK JK

I am not a kid.
Title: Re: What could be in trem 1.3?
Post by: RAKninja-Decepticon on December 20, 2011, 05:46:45 pm
7 more months, and you still havent come up with anything for the aliens?

also, massdriver = sniper rifle.

did you even play the game before suggesting this stuff?
Title: Re: What could be in trem 1.3?
Post by: Scorpius on January 01, 2012, 08:50:58 pm
Yes, I think so many things could be added. Imo, that small rocket launcher (a bit like Nexuiz's hagar i guess) you mentioned is not a bad idea. I also would like some alien class (maybe an hipotetic adv.dretch) being able to shoot infected darts that would make a human explode in an acid funny splash in ~30 seconds unless he applies himself a medkit/visits medi, and, since it only would do 1-2 damage, it wouldn't be easily spotted (confused with rifle/shotgun friendly fire)

Maybe this is a bit of a random pile of stuff, but I find aliens too weak at s3.

PD: What about all human weapons having an alternate attack? (a bit like nexuiz again)