I'm liking HEAVEN of RELICS (the reason for which I do not know), but I still don't know how your suggestion would go. Mainly because in HEAVEN of RELICS there are relics at the start of the game, not just during one period.
Actually, I wasn't very clear, but the
Rewards mod would be for all stages of Tremulous (see the section on the
Hunt). It would start at the beginning of the game.
One of the main reasons I did not like Rewards mod is because you would need to pick up an upgrade...in the middle of the enemy base. And if you simpily got it, well, I think that would just be retarted, but, HEAVEN of RELIC is (kindof) fun, perhaps I'll end up liking Rewards also.
Well, you wouldn't have to pick it up, you would get the enhancement after performing a certain action (or number of actions within a certain time span or number of spawns), which is (practically) the way Tremulous works now! You don't have to pick up creds or evos, they are awarded to you. I don't think that's "retarted". Or even retarded. Glad you're liking the HoR mod. Some things can be fun even if you think they are bogus. Thanks for commenting. Take care.
...the testing so far has been positive.
I checked out the link you provided. There are currently 14
Relics, and I suggest some 21
Rewards.
This port isn't very good yet. I'm still trying to work out how to best integrate this game mode with Tremulous gameplay.
http://v1.risujin.org/tremulous/ Personally, I think my ideas are pretty useful. Maybe we could make a simpler Rewards system (less involved
Hunt table? or simplify
Destroy or
Fix awards?), with less enhancements. I feel that some of the Relics are cool for a UT-port lolmod, but how hard is it to tailor them, and do you actually like the
Rewards mod as it is now described? (Starts at beginning of game, has rewards for all four/five categories of rewardable actions, has evil/slapplayer anti-Rewards, has closely tailored Rewards for various classes/loadouts/playertypes). The Builder and the Healer and the Destroyer and the Hunter and the Repair Defender all become valued occupations, not just the way other people play. As you say, it is pretty RPG-ish, and pretty TeamFortress-esque, also.
Note also, that the 'evil' runes have cool applications, too. Say you need to 'shotgun' decon something, for quick BP, and doing so gives you the
Xenophobe reward. You would also be damaging the enemy team (since they are susceptible to your radiation poisoning).
Let me know if you think any of these ideas are useful. Have a good one.
Rewards, FTW!

Edit: Several things I just thought of. A player might get a small submenu at respawn, after choosing loadout/class, where the player could choose from among the several Rewards which he now qualifies for. A Human who chose, say the Adv Ckit, would get the chance to choose between Damage, Attack, and HealthPlus (depending on how his structures had been faring, and if he'd been repairing, he could either get a better Blaster, or a higher health max).
You could also limits effects to inside and outside of the 'build-line', to really separate the warriors (Hunt/Destroy) from the wizards (Build/Repair/Heal). Players would get special enhancements for playing Offense or Defense. One Reward at a time either means you have to get force-fed whatever you newly qualify for (like the default Q3a weapon pickup), OR, when any Reward you have expires, you become eligible to start earning a new Reward. TremFortress: PlanetQuest!

:roll: :wink:
