Author Topic: [Concept] TremX 2.0  (Read 5611 times)

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
[Concept] TremX 2.0
« on: May 01, 2008, 09:40:26 pm »
We all know TremX, and some people love, others hate it.
This month (April, not May), I show you how I think someone could possibly bring some balance and coherence into TremX without compromising the over-the-top fun.
Warning: Wall of text follows.

For starters, we are going to kinda sorta start from scratch. We're starting with a recent revision of MGDev, as there are a lot of good features, and it is easier to fix things when all changes are documented. But don't worry, we'll be taking some steps to remove some un-fun balancing modifications.

On the Humans side:
Rifle -- 1.1 standard, with the exception of a tracer round every 3rd shot.
Painsaw -- 1.1 standard
Shotgun -- No grenades, but MGDev damage (4 per pellet, 14 pellets) (Grenades moved to thier own weapon)
Lasgun -- altfire toggles between no zoom and 1.5x (Lasgun zoom was cool, but holding it down was annoying)
Mass Driver -- altfire toggles between no zoom, 2x, and 4x (As with lasgun, but now with an extra layer of zoom)
Chaingun -- No second clip with ammo pack, 1.1 standard, with the exception of a tracer round every 3rd shot.
Pulse Rifle -- altfire slows down aliens, but not as drastically as in TremX
Flamethrower -- No second clip with ammo pack, 1.1 standard
Lucifer cannon -- altfire homing rounds, otherwise 1.1
Grenade launcher -- *New* Grenades bounce off objects, fly in a parabolic trajectory, and explode after ~2.5 seconds. Altfire shoots a fast moving grenade that flies flatter, and explodes after ~750ms. Clip-fed, 5 clips, 4 shots per clip. Stage 3
Ckit -- No healing
Xael -- Gone, goodbye, it wasn't much fun.
Medic Gun -- Heals friendlies at ~8 hp/sec. Unlimited or plentiful ammo. Does not restore medkit, but does cure poison, trappers, and infections. Altfire has a defensive ability.

Light armor -- 1.1 standard, no longer free.
Helmet -- 1.1 standard
Jetpack -- Moves slightly faster vertically, and slightly slower horizontally.
Battpack -- 1.1 standard.
Ammo pack -- .6x extra clips, rounded up. Does provide for energy weapons, as this means more ammo than battpack, but also more reloading. (10 rifle, 7 shotgun, 7 MD, 7 pulse, 8 GL)
Battlesuit -- Same as in MGDev, so no ammo/batt extra.
Grenade -- 1.1 standard, Held in 'pocket' slot
Mine -- Like anime's proximity mines, but at 3/4 strength. Set off when taking 20 hp in damage. New, larger model and bbox makes them easier to see and harder to snipe. Also, only 400 creds. (anime's was fun, but expensive and evil when spammed) Held in 'pocket' slot
Biokit -- Humans no longer heal HP, but biokit makes them heal at 2/hp sec when standing still with jetpack off. It also grants immunity to infection and a 1.5x reserve of stamina. Held in 'pocket' slot
Cloak -- No longer a side equipment, is now an armor, incompatible with larmour and helmet. Always (mostly) invisible, but shows up on radar. Slightly less protection than larmour and helmet, and you can hold a backpack without being spotted. Jetpacks will still emit smoke.

Machinegun Turret -- 1.1 standard, except range increased to 500.
Tesla Generator -- 1.1 standard, except fires at 5 times a second instead of 4 and no longer requires DC.
Force-field -- no longer a dumb wall, it is similar in size to a repeater, and prevents aliens from coming within a 120-unit radius of it. However, it only has 60 hp, and thus can be sniped with ease.
Defense computer -- MGDev version. Heals all buildings and gives base damage warnings.

Aliens below in next post.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: [Concept] TremX 2.0
« Reply #1 on: May 01, 2008, 09:41:51 pm »
This post will hold all the Alien stuff when my fingers are less tired.
Human stuff is mostly-done, but I still need to add stuff in.
In short, this post is:
--RESERVED--
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

Superpie

  • Spam Killer
  • *
  • Posts: 339
  • Turrets: +105/-48
    • superpie.org
Re: [Concept] TremX 2.0
« Reply #2 on: May 01, 2008, 09:59:50 pm »
Who's developing it with you?
Where is the good in goodbye? -Meredith Willson

thirdstreettito

  • Posts: 753
  • Turrets: +107/-1124
    • thirdstreettito's Homepage
Re: [Concept] TremX 2.0
« Reply #3 on: May 02, 2008, 02:51:06 am »
This month (April, not May), I show you how I think someone could possibly bring some balance and coherence into TremX without compromising the over-the-top fun.

Plague Bringer

  • Posts: 3814
  • Turrets: +147/-187
Re: [Concept] TremX 2.0
« Reply #4 on: May 02, 2008, 12:15:57 pm »
Good ideas, well thought-out as usual. My only gripe is that this could very well become more unbalanced than Trem-X; Though, you did say that this was only an opinion of what would improve balance.

Oh, second gripe, this is seeming less and less like TremX (I never liked that mod anyway..).
U R A Q T

Diluke

  • Posts: 75
  • Turrets: +1/-11
Re: [Concept] TremX 2.0
« Reply #5 on: May 02, 2008, 12:56:45 pm »
I got an idea for you :P chaingun alt may be a litle human 'charge' ? :P like rant but not so fast and on small distance ? :P