Author Topic: Suggestion For A New Armory  (Read 16746 times)

mooseberry

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Re: Suggestion For A New Armory
« Reply #30 on: October 02, 2008, 10:20:34 pm »
Sounds good.  ;)
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Hendrich

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Re: Suggestion For A New Armory
« Reply #31 on: October 02, 2008, 11:46:45 pm »
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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? ;)

Amanieu

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Re: Suggestion For A New Armory
« Reply #32 on: October 03, 2008, 12:01:35 am »
* Amanieu adds that to the already huge tremfusion TODO list
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Lava Croft

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Re: Suggestion For A New Armory
« Reply #33 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?

Hendrich

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Re: Suggestion For A New Armory
« Reply #34 on: October 03, 2008, 11:50:54 pm »
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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.

Bissig

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Re: Suggestion For A New Armory
« Reply #35 on: October 04, 2008, 12:33:46 am »
Yes, or dividing it into smaller racks each of them only containing one weapon type.

Lava Croft

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Re: Suggestion For A New Armory
« Reply #36 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.

Nux

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Re: Suggestion For A New Armory
« Reply #37 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.

Lava Croft

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Re: Suggestion For A New Armory
« Reply #38 on: October 05, 2008, 01:42:03 pm »
I don't see how introducing reality means I am 'damning' this idea.

Odin

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Re: Suggestion For A New Armory
« Reply #39 on: October 06, 2008, 04:32:37 am »
Implement the RTCW grabbing function.

Press F to pick up item.

Lava Croft

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Re: Suggestion For A New Armory
« Reply #40 on: October 06, 2008, 01:51:02 pm »
That basically brings up back to the current operation of the Armoury.

Samurai.mac

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Re: Suggestion For A New Armory
« Reply #41 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.

Hendrich

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Re: Suggestion For A New Armory
« Reply #42 on: October 09, 2008, 04:16:02 am »
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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.


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@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.

Odin

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Re: Suggestion For A New Armory
« Reply #43 on: October 10, 2008, 04:54:19 am »
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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.

Hendrich

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Re: Suggestion For A New Armory
« Reply #44 on: October 11, 2008, 12:23:31 am »
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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