Author Topic: What could be in trem 1.3?  (Read 46106 times)

CreatureofHell

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Re: What could be in trem 1.3?
« Reply #30 on: December 29, 2010, 10:42:22 am »
1.3 will never happen. and neither wil 1.2

I like your optimism.  8)
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

iRa`

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Re: What could be in trem 1.3?
« Reply #31 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

swamp-cecil

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Re: What could be in trem 1.3?
« Reply #32 on: December 29, 2010, 05:49:45 pm »
1.3 will never happen. and neither wil 1.2

1.2.1 will, though
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

Si-wins

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Re: What could be in trem 1.3?
« Reply #33 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

Conzul

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Re: What could be in trem 1.3?
« Reply #34 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.

OhaiReapd

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Re: What could be in trem 1.3?
« Reply #35 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

FOXHOUNDz

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Re: What could be in trem 1.3?
« Reply #36 on: January 01, 2011, 06:04:46 pm »
How about a robust offline AI?

OhaiReapd

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Re: What could be in trem 1.3?
« Reply #37 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.

FOXHOUNDz

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Re: What could be in trem 1.3?
« Reply #38 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.

Firstinaction

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Re: What could be in trem 1.3?
« Reply #39 on: January 02, 2011, 06:44:35 pm »
SSHHHHH         :o

jm82792

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Re: What could be in trem 1.3?
« Reply #40 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.

cron

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Re: What could be in trem 1.3?
« Reply #41 on: January 03, 2011, 03:41:38 am »
Here's my 1.2/1.3 wish list, ordered from most to least important:

  • AMP support for interactive maps
  • An Alternate-Map-Layout voting system
  • Better options for network settings
  • Bump mapping / parallax mapping support
  • A nice tutorial / introduction / demo for play (.dm)
  • A new intro video showing game play action (preferably .OGV)
  • MD5 Model format support
  • Vector font rendering
  • HDR / Bloom support
  • Dynamic / soft shadows
  • (More) Anisotropic filtering options
  • FSAA options
  • Special effects like motion blur and film grain
  • A better UI and background for main game menus
  • A sexier voting system
  • Segmented alien models
  • New player model(s) for humans and skin choices (different faces?)
  • Options to load different HUDs
  • An in-game name editor

Edit: I'm keeping an updated list of these (and more) on Unvanquished's blarg: http://blargonauts.blogspot.com/2011/01/wishlist.html
« Last Edit: January 03, 2011, 06:03:34 am by cron »

UniqPhoeniX

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Re: What could be in trem 1.3?
« Reply #42 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.

Thoth

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Re: What could be in trem 1.3?
« Reply #43 on: January 03, 2011, 08:02:28 am »
The :hovel:
guys...GUYS

Loki

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Re: What could be in trem 1.3?
« Reply #44 on: January 09, 2011, 11:12:53 am »
You mean Adv. :hovel:
with acid tubes  :D
Every single post of me 2012 and below must be left ignored. That wasn't me. That must've been some retarded kid.

CATAHA

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Re: What could be in trem 1.3?
« Reply #45 on: January 09, 2011, 11:13:54 am »
Not funny! (c)
We miss hovel...
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

jm82792

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Re: What could be in trem 1.3?
« Reply #46 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.

Haraldx

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Re: What could be in trem 1.3?
« Reply #47 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!
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

Lecavalier

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Re: What could be in trem 1.3?
« Reply #48 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.
« Last Edit: January 10, 2011, 10:49:03 pm by Lecavalier »
I wanted you to see me before I killed you.

revelati

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Re: What could be in trem 1.3?
« Reply #49 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).

Tremulant

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Re: What could be in trem 1.3?
« Reply #50 on: May 04, 2011, 12:06:20 pm »
I would also add:
~ nightvision googles
my knees by my face and my ass is being hammered

CreatureofHell

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Re: What could be in trem 1.3?
« Reply #51 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?
{NoS}StalKer
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<Timbo> posting on the trem forums rarely results in anything good

Qrntz

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Re: What could be in trem 1.3?
« Reply #52 on: May 04, 2011, 04:25:47 pm »
After almost five months of thinking did you come up with anything for aliens too?




You make up Qrntz, u always angry, just calmdown. :police:
I am stupid idiot who dares to open mouth and start debating

Ripple

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Re: What could be in trem 1.3?
« Reply #53 on: May 04, 2011, 06:57:30 pm »
I liek the third one.
                   
I'm just clueless.

vcxzet

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Re: What could be in trem 1.3?
« Reply #54 on: May 06, 2011, 12:09:29 am »

Pazuzu

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Re: What could be in trem 1.3?
« Reply #55 on: May 06, 2011, 01:04:59 am »
TSA workers? What do they have to do with... Oh. Interplanetary travel.

ok, can you give me the tool thingy app that can code?

revelati

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Re: What could be in trem 1.3?
« Reply #56 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.

RAKninja-Decepticon

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Re: What could be in trem 1.3?
« Reply #57 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?
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Scorpius

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Re: What could be in trem 1.3?
« Reply #58 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)
14h 03m 49s -60ยบ 22'23'':
Ok, let's talk about it. WHy would you lose a game? Would you put your team to sacrifice, only to mass frags?
Let's do a cry. FOR THE TEAM STRATEGY!

We are one. We all belong to the Overmind.
Protip:alien's eggs aren't tasty. In case of hunger, DO NOT make an omelette with them. Just rap'em up.