And as rumors state, 1.2 will be the "final" version of Tremulous.
No way, where did you hear this?!?!?!?
@thunderdraco
"jaw drops" I'm surprised you even spent the time to make this. You could've spent this time to learn how to code this.
"can kill you in 1-3 hits, and everything is going on at once people attacking everyone, its like you just die instantly. I mean I support teamplay definately, but i believe its more reasonable to make players tougher, this way it encourages players to work in teams more."
- You just need to learn how to move around more to avoid getting killed. Being able to take more damage will not support teamplay. If it's easy for you to die, people "should" normally work in teams to live. Being able to take more hits will encourage more rambo tactics and making it more ez to rush the bases.
Other things like "Aliens will have classes, and alot more of them." and "They(humans) have no classes, but have many weapons" seems very redundant. I mean having a lot of something is definately cool, but you have to think of it gameplay-wise like "how will this add to the game" or "how can this upset the game balance?" Preferably, I like to keep tremulous simple when I play it. For instance I want to kill dretches so I use mass drivers or I want to get jetpackers so I use adv goons. Every weapons/alien classes should serve a specific purpose rather than just there being a lot of them.
On the bright side I really like your idea of aliens being able to 'purchase "weapons" (not in the traditional sense of course) like fangs, claws etc.' I always felt that abilities between the normal and adv stage seems more like an upgrade rather than an entirely new unit. And sometimes it's nice to be able to pick which weapon or ability you want for aliens rather than getting an entire package IMO because it really lets you customize your character and possibly develop new fighting tactics.
The idea about resources is also nice. It puts a lot more emphasis on the map and an entire new element of gameplay. I can already see people trying to take advantage of resources and expanding their base rather than just staying in one place.
I also like the stage idea: "Unlike the first tremulous, my mod tries to separate the idea of “tiers” into which power is separated and split. Upon building certain buildings and getting certain technologies, your team can reach the “next stage” albeit indirectly. The research of a certain technology or building of a certain building allows more technologies to be researched and more buildings to be built, thus eliminating stage grabbing. Although, it is slightly more focused on resource gathering." This looks something like starcraft where you build a building that allows you to upgrade certain abilities like burrowing for the zergs.
To be honest, I haven't read the 29 pages of this list - I stopped around the BUILDINGS part. So I can't really judge your ideas. Skimming around, there are some really good ideas in here and others seem not so good. I hope I was able to put some constructive criticisms about your ideas. Like what Lava said (without the sarcasm) you should try learning how to implement you ideas into tremulous or just make an entirely new game. I'm you're able to pull it off with your 29-page dedication
