Tremulous Forum

General => Feedback => Topic started by: Superpie on September 20, 2008, 07:46:24 pm

Title: Suggestion For A New Armory
Post by: Superpie on September 20, 2008, 07:46:24 pm
I warn you, this isn't thought out very much although the concept is pretty simple.

The idea is that you point at the gun you want at the armory (which in my mind should be a rack with guns packed onto it), press Q and in the animation the player pushes some buttons and then his hand reaches out and grabs the gun out of the armory, then the grabbed weapon goes into the player's firstperson view seamlessly. I don't know how difficult the animation, the code or the model would be to make, but I just wanted to throw this out there for the developers' consideration.

(http://img395.imageshack.us/img395/6378/shot0000hv5.jpg)
The screenshots were taken on the map Thermal which is by Maltagearion.
Title: Re: Suggestion For A New Armory
Post by: Lava Croft on September 20, 2008, 07:48:32 pm
In the heat of battle, having several people all trying to be close enough to and aim their crosshair on the same Chaingun will be the cause of much agony.
Title: Re: Suggestion For A New Armory
Post by: fingered banana on September 20, 2008, 07:56:23 pm
If all of the following are satisfied
1) single player
2) game stops when you are at an armory
3) you have a good gpu
then it would work.

Good idea anyway Unfortunately it is not applicable
Title: Re: Suggestion For A New Armory
Post by: David on September 20, 2008, 09:03:10 pm
Would also require the animation to change depending on where you stand relative to the armoury...
Making the armoury look like a weapon rack, and redoing the popup to look the same and you click on one would (probably) be doable, and about as fast as the current menu system.  Although adds little...
Title: Re: Suggestion For A New Armory
Post by: sticks on September 20, 2008, 11:41:31 pm
well i like the model of it, seems a lot more realistic than a green box, and if you just got rid of the animation and made the selection just more general like it is now a lot of the logistic problems would be solved
Title: Re: Suggestion For A New Armory
Post by: temple on September 21, 2008, 12:02:30 am
Cool idea.  Why not have it both ways, with graphics and bindings?
Title: Re: Suggestion For A New Armory
Post by: David on September 21, 2008, 12:46:08 am
I don't think anyone is suggesting to remove being able to do it with binds.
I dread to think how negative the reaction to such a move would be....
Title: Re: Suggestion For A New Armory
Post by: Bissig on September 21, 2008, 01:19:12 am
Make it accessible from both sides, so if some people block one side you still can aquire your weapon on the other side.
Title: Re: Suggestion For A New Armory
Post by: Lava Croft on September 21, 2008, 03:38:35 pm
I think a closed-off green box that delivers weapons via a hatch that opens when you have made your choice fits a lot more with the nomadic nature of Tremulous' Humans. Since they seem to be some kind of detachment of space marines, it makes more sense to have a green box with you that looks and feels portable, than to have some open closet with you in which all the weaponry is out in the open.
Title: Re: Suggestion For A New Armory
Post by: mooseberry on September 21, 2008, 08:01:03 pm
Than perhaps portable racks that fold up and than can be installed when the reach the battle scene?

It must be hard to fit 50 battlesuits in one green box.
Title: Re: Suggestion For A New Armory
Post by: fingered banana on September 21, 2008, 08:12:33 pm
Than perhaps portable racks that fold up and than can be installed when the reach the battle scene?

It must be hard to fit 50 battlesuits in one green box.
push button, receive battlesuit...
well think it as a teleport(humans are teleported, so why not teleport guns)
Title: Re: Suggestion For A New Armory
Post by: Lava Croft on September 21, 2008, 10:31:26 pm
Instead of being an actual weapon rack, make up a device that shows holographic pictures of the equipment, and people can use the mechanic you described.
Title: Re: Suggestion For A New Armory
Post by: + OPTIMUS + on September 21, 2008, 11:39:47 pm
well think it as a teleport(humans are teleported, so why not teleport guns)

absolutely.

power extreme. (http://www.youtube.com/watch?v=cA36JX2qSd8)
Title: Re: Suggestion For A New Armory
Post by: fingered banana on September 21, 2008, 11:43:35 pm
well think it as a teleport(humans are teleported, so why not teleport guns)

absolutely.

power extreme. (http://www.youtube.com/watch?v=cA36JX2qSd8)
Why does it awfully look like captain power?
http://www.youtube.com/watch?v=M678PVOf5F0
Title: Re: Suggestion For A New Armory
Post by: St. Vrayne on September 21, 2008, 11:54:46 pm
Those are both cliché (http://www.prorev.com/cliche.jpg).
Title: Re: Suggestion For A New Armory
Post by: + OPTIMUS + on September 22, 2008, 01:53:58 am
omg, captain power mod :-O
Title: Re: Suggestion For A New Armory
Post by: Annihilation on September 30, 2008, 11:32:36 pm
well think it as a teleport(humans are teleported, so why not teleport guns)

absolutely.

power extreme. (http://www.youtube.com/watch?v=cA36JX2qSd8)
Why does it awfully look like captain power?
http://www.youtube.com/watch?v=M678PVOf5F0

Originality is much lacking in that name.  Captain power and the soldiers of the future.  I wonder how much they payed someone to come up with that.
Title: Re: Suggestion For A New Armory
Post by: Hendrich on October 01, 2008, 12:02:36 am
Quote
Originality is much lacking in that name.  Captain power and the soldiers of the future.  I wonder how much they payed someone to come up with that

Even though it was one of the best shows I had ever wached back then, its best to get back on the topic.

(http://img395.imageshack.us/img395/6378/shot0000hv5.jpg)

You know, this idea might be ok if it acted as a weapon rack in a map. See, both armoury and weapon rack can co-exist in the map, for example:

Lets say we have a modified version of ATCS, this version of ATCS has a weapon rack insie the bunker. Human finds it, and sees all the available weapons on that rack. Human takes his weapon (No anamation yet, too much time to do, just press the "Action" key and take the damn thing) then go off blowing heads around.

There is problems with this idea. What about aliens? What do they get to have? Should the weapon rack be a buildable, and if so, whats the point? Etc.

Obviously it would be cool to have, but it won't balance gameplay (adds to the bullshit) and its pretty much useless. I like the armoury idea, green portable box that teleports stuff for humans. Its simple, we don't have to discuss how B-siuts fit out of the box, its a game, its not supposed to make sense. If it does, it would be a game like..well, I don't have any examples, but you get my point.
Title: Re: Suggestion For A New Armory
Post by: + OPTIMUS + on October 01, 2008, 12:42:39 am
Hmmmmm, i like Hendrich's idea :-)

I have seen some abandoned weapons, boxes full of weapons and also racks around some maps. Making some of them pickable could be nice Jolly Joker. Make the secret stuffs, or activated only when you have no nodes nor builders :-)
Title: Re: Suggestion For A New Armory
Post by: Nux on October 01, 2008, 09:31:54 am
I'd be interested to see if a map weapons cache could also be balanced. One of a few possible set-ups may prove sucessful. Say for example if the cache were at a stronghold from which the humans can push forward. The stronghold shouldn't be made too strong though. Perhaps making it a "no-build" zone would suffice.

Whether or not the aliens would need a similar bonus like an evo dispenser is questionable. It might prove more fruitful to simply make the layout initially aliens favoured but have the routes constricted enough to be able to capture more and more map as human. Symmetry might work still. Playtesting is the best judge.
Title: Re: Suggestion For A New Armory
Post by: Knowitall66 on October 01, 2008, 09:37:20 am
To balance, perhaps aliens could 'feed' off carcases and receive evo's depending on equipment/class.
Title: Re: Suggestion For A New Armory
Post by: gimhael on October 01, 2008, 11:13:35 am
Yes, humans should have indestructible 0-bp armouries all over the map, plus medis and telenodes. Aliens should get free eggs and boosters to compensate.

I would prefer something like a tremified capture-the-flag mode, where the teams don't get new weapons/armours/classes/buildings automatically at stage-up, but have to go out, grab a blueprint for the thing and bring it back to their RC/OM. Only then will it be available on the normal armoury or in the evolve/build menu. Maybe add some dependencies, like you need X before Advanced X or need Goon before Tyrant, etc.
Title: Re: Suggestion For A New Armory
Post by: + OPTIMUS + on October 01, 2008, 11:16:46 am
I can imagine some 'infested grounds' what could serve as OM- and stage-independent boosters. if they are played well on the map, it wouldn't ruin balance.
Title: Re: Suggestion For A New Armory
Post by: mooseberry on October 01, 2008, 09:01:09 pm
I just thought of this. How about humans get armoury/wep racks, W/E around the map, and to balance it out for aliens there are certain "infested grounds" like what Optimus said, but what it does is slow you down like an egg does.
Title: Re: Suggestion For A New Armory
Post by: Hendrich on October 01, 2008, 09:37:43 pm
Hmmm, this thread gave me an idea for a new game mode:

There is a "Capture point" (Dunno what it should look like, maybe if we wanted it "server-side" it should be that green/blue/red Axis box thing, if its gonna be a mod, make it a box with a tremulous symbol on it) somewhere on the map. The capture point is placed somewhere by a admin with the !layout command. Both teams strive to get this capture "thingy" and bring it back to their Om/Rec.

If the humans captured the "thingy" (lets call it the trembox) and brought tit back to their rec, a indestructible weapon rack appears with only 1 medi pad (Placed some where in the map by a admin with !layout, for ex: on top of the bunker)n appears for the humans to use. They can use it like any normal armory, but the weapon rack (if shown on the rack) can also give out free (unlimited?) B-suits, jet-packs, etc.

If aliens get the trembox back to their base, a shitload of creep appears on the map (Once again, by an admin with !layout). This creep not only slows humans, but also acts like a booster, which again is indestructible and is for the aliens use. Lets say this creep appears in the halls so when a human comes along, well, you can guess what could happen. The creep is limited to only being on the floor, not on ceilings or walls (that'll also make it pretty useless). The creep could be overcome by a jet pack, if possible (good luck jetting over creep in a vent :P )

This could stop camping, and give non-campers an advantage, also the racks/creep stop after (I dunno) 4 uses (depends how many the admin with !layout made). But there is problems with this idea. Aliens can easily get to the trembox faster then a human (maybe it can work if he trembox is placed right), bla la bla, I know there's 500 problems with it, lets use your imagination, I don't like listing every problem. :P

And of course, we need someone to create this, which would take a holy miracle in hell.



Title: Re: Suggestion For A New Armory
Post by: mooseberry on October 02, 2008, 12:21:27 am
ideaz


So basically one flag CTF with unbalanced advantages to the team that gets the "flag" first?

 :)
Title: Re: Suggestion For A New Armory
Post by: Hendrich on October 02, 2008, 02:21:08 am
Quote
So basically one flag CTF with unbalanced advantages to the team that gets the "flag" first?

Yea, that is basically pretty much it. I think it should go to "Best Damn Thing Ever Made of the Year", next to the all-so useful Player 1's Your new if you... thread.  :P
Title: Re: Suggestion For A New Armory
Post by: Nux on October 02, 2008, 09:49:26 pm
Let's not get ahead of ourselves, guys. First I want to know how easily an in-map weapons cache can be done (if at all). That one change is big enough as it is. Once that has been made the rest of the work will be in creating a map which suits it.

Easy to chat about. Not so easy to attempt and perfect.
Title: Re: Suggestion For A New Armory
Post by: Hendrich on October 02, 2008, 10:14:24 pm
Quote
Let's not get ahead of ourselves, guys. First I want to know how easily an in-map weapons cache can be done (if at all). That one change is big enough as it is. Once that has been made the rest of the work will be in creating a map which suits it.

Easy to chat about. Not so easy to attempt and perfect.


Unfortunatley thats what I was thinking, and why these ideas might never get off the ground. It seems cool to have a basic weapon stack, and a hand animation grabbing the weapon you want, but it does take some pretty bad-ass (launguge) coding, which noone wants to do. So the only thing we could do is just make ideas.  :'(
Title: Re: Suggestion For A New Armory
Post by: Amanieu on October 02, 2008, 10:18:52 pm
Put the quake item pickup code back into trem, then just have an array of weapons on the wall, where you just walk up to it to pick it up (you automatically lose your old weapon). Then for the credits, just make it so that you automatically lose credits when you pick up a new weapon (and get the credits for the previous weapon back). If you don't have enough credits, then it just does nothing.
Title: Re: Suggestion For A New Armory
Post by: mooseberry on October 02, 2008, 10:20:34 pm
Sounds good.  ;)
Title: Re: Suggestion For A New Armory
Post by: Hendrich on October 02, 2008, 11:46:45 pm
Quote
Put the quake item pickup code back into trem, then just have an array of weapons on the wall, where you just walk up to it to pick it up (you automatically lose your old weapon). Then for the credits, just make it so that you automatically lose credits when you pick up a new weapon (and get the credits for the previous weapon back). If you don't have enough credits, then it just does nothing.

Thats sounds good, but Amanieu, guess who we're thinking of doing it? ;)
Title: Re: Suggestion For A New Armory
Post by: Amanieu on October 03, 2008, 12:01:35 am
/me adds that to the already huge tremfusion TODO list
Title: Re: Suggestion For A New Armory
Post by: Lava Croft on October 03, 2008, 11:34:23 pm
Walking up to the wall indicates placing all the different weapons and items next to each other, so you can easily run into them.
How will you fit that into any existing map, while also being able to easily select different weapons by running into them?
Title: Re: Suggestion For A New Armory
Post by: Hendrich on October 03, 2008, 11:50:54 pm
Quote
Walking up to the wall indicates placing all the different weapons and items next to each other, so you can easily run into them.
How will you fit that into any existing map, while also being able to easily select different weapons by running into them?


Another positive reply, from Lava Croft!  ;D

I was thinkig that maybe you could only pick up the weapon that is visible on the wall. I think this can make some intresting elements, like one map having P-saws or a balanced number of weapons on the walls. You put your crosshair on the weapon you see and use the "F" key.

Tada! Done.
Title: Re: Suggestion For A New Armory
Post by: Bissig on October 04, 2008, 12:33:46 am
Yes, or dividing it into smaller racks each of them only containing one weapon type.
Title: Re: Suggestion For A New Armory
Post by: Lava Croft on October 04, 2008, 01:10:25 pm
How on earth will you fit several weapon racks into any existing map, while not making this new Armoury many times bigger than the current one?

@Heindrich: While it's easy to have great ideas, it's a lot harder to think about your ideas, and how to implement them in the game.
Title: Re: Suggestion For A New Armory
Post by: Nux on October 05, 2008, 01:08:23 pm
How on earth will you fit several weapon racks into any existing map, while not making this new Armoury many times bigger than the current one?

Don't damn the idea just yet. Yes, if you wanted to put every weapon in a small space and have them 'walk-over' pickups, that might be a pretty bad idea. We can still take that idea and cut it down to something neater. Say limiting the pickups to only one or two weapons. For more complicated ideas, you could have the map give different (random?) pickups each time they appear, perhaps even have a selection system of some kind (if possible).

I'll also note that taking from this cache shouldn't have to cost money for it to work. If you make them free it will give the humans strength at that pointof the map, so this could be used as an incentive for the humans to go out and occupy that area (even if it is dangerous en route). Testing is required to be sure, but I think this could be an interesting change from the usual gameplay and tactics.
Title: Re: Suggestion For A New Armory
Post by: Lava Croft on October 05, 2008, 01:42:03 pm
I don't see how introducing reality means I am 'damning' this idea.
Title: Re: Suggestion For A New Armory
Post by: Odin on October 06, 2008, 04:32:37 am
Implement the RTCW grabbing function.

Press F to pick up item.
Title: Re: Suggestion For A New Armory
Post by: Lava Croft on October 06, 2008, 01:51:02 pm
That basically brings up back to the current operation of the Armoury.
Title: Re: Suggestion For A New Armory
Post by: Samurai.mac on October 06, 2008, 06:24:55 pm
Personally I think the current armoury functions just fine, although it could benefit from a new model (The current one looks like an industrial radiator, rather than an armoury), and new menus, perhaps with some sort of display for the weapon you're selecting wouldn't go amiss.
Title: Re: Suggestion For A New Armory
Post by: Hendrich on October 09, 2008, 04:16:02 am
Quote
Implement the RTCW grabbing function.

Press F to pick up item.

Yea, but wouldn't that be stealing code, and would it get ppl in trouble? Or is it too damn old for people to care anymore? Just thinking because its a commercial game, or are you talking about W:ET?
Besides, I think it wouldn't work, even though both games uses the same engine doesn't mean they don't behave differently. Tremulous might or might not accept/reconize/etc the code, and then someone will have to code and implement it into the game.


Quote
@Heindrich: While it's easy to have great ideas, it's a lot harder to think about your ideas, and how to implement them in the game.

Agreed.
Title: Re: Suggestion For A New Armory
Post by: Odin on October 10, 2008, 04:54:19 am
Quote
Implement the RTCW grabbing function.

Press F to pick up item.

Yea, but wouldn't that be stealing code, and would it get ppl in trouble? Or is it too damn old for people to care anymore? Just thinking because its a commercial game, or are you talking about W:ET?
Besides, I think it wouldn't work, even though both games uses the same engine doesn't mean they don't behave differently. Tremulous might or might not accept/reconize/etc the code, and then someone will have to code and implement it into the game.
What? Who said you have to steal it? People can write their own implementations.
Title: Re: Suggestion For A New Armory
Post by: Hendrich on October 11, 2008, 12:23:31 am
Quote
What? Who said you have to steal it? People can write their own implementations.

That sounds good, so we won't have to rip the code! :D