yeah and hopefully is combination of q3(speed/weapons/gametypes)-q4(movement/teleport shots + new additional movement)-q2/4(storyline continued strogg attack on earth)-or even q1 story....but somehow I doubt any of it :)
When someone is chasing you, or you are entering teleporter, you still end up shooting at the teleporter if someone could come out either way, this way you can just confirm if let's say someone camps in front of the tele waiting for you. it's security shot, not spam, spam in ffa and other mods not being duel or tdm is there with or without it.
But that's my opinion, everyone has an ass and opinion is like asses everyone has one hahahha :D
Now that QL is standalone and has shed anything to do with Web browsers, it's effectively just another installment in the Quake series, not a different class of game.
Quake 2 (single player and multiplayer)
Quake III Arena (multiplayer)
Quake 4 (single player and multiplayer)
Quake 5 Arena?
Or:
Quake (single player and multiplayer)
Quake 2 (single player and multiplayer)
Quake III Arena (multiplayer)
Quake 4 (single player and multiplayer)
Quake 5 (single player and multiplayer)
Quake 6 Arena?
I'm assuming you didn't type this because Quake World isn't a game in of itself?
Quake (single player and multiplayer)
Quake World (multiplayer)
Quake 2 (single player and multiplayer)
Quake III Arena (multiplayer)
Quake 4 (single player and multiplayer)
Quake 5 Arena (multiplayer)?
We need a Q4 thats basically Q3 with high end graphics, destructible enviornments (you shot walls and stuff and they break and pieces fly like on the matrix scene, but only partially, the geometry stays the same obviously), lots of cool shit and gfx, matchmaking and constant TV advertisements (im seeing the new COD on TV all day, I want to see a Quake game) with cool tournaments with money.
Anything that isn't this is dogshit.
You pretty much described quake4 anyway lol.
- Gameplay wise Quake 4's multiplayer is practically Quake 3's. Same weapons, same items, same objectives and gametypes, same movement + buttsliding, really similar balance, etc.
- Quake 4 was probably the best looking game of its time.
- Ok it wasn't on tv, but Q4 was in almost every single major tournament, plus in lots of physical stores and available for consoles too. If you played pc games you knew about Q4 and still that game is remembered by console peasants. Also TV isn't the only way to get a game advertised, since LoL, dota1, minecraft, counterstrike, etc. started as word of mouth.
- Q4 had lots of cool tournaments and lots of money involved, with more than 10 lans a year (instead of ... 1 like today). Internationally the q4 days were the most active and most competitive days quake ever had; maybe will.
So what's missing from your description is only destructible environments and matchmaking. Any of those alone doesn't make people start playing a game or keep on playing.
What matters is that the game is fun for everyone and fresh too, which is something Quake 3 gameplay does not provide because it's waaaay too simple (very few possible interactions, barebones), skill differences are waaaaay too much and the game as a whole is unintuitive compared to today's games.
The next quake must not be based on Quake 3, period. They have to make something with the target to have fun with friends and that doesn't necessarily require to spend lots of energy and be really concentrated to just play for fun. At this point their choices to make quake are either quake1 (great single player atmosphere and style for multiplayer), quake2 (naah) or something entirely new. Using Quake3 as model already failed, twice with Q4 and QL.
Not that all that matters anyway if the next quake is developed by id software. That would mean no funding for anything, the coders will be web devs that don't play their own game, gameplay will be obsolete; the usual id software we know.
The game just has to be solid and complete. It's almost all. What is remaining: it has to be fun to play even for noobs. CS is "hard", but the noobs are matched with noobs and you can get that one sneak kill from time to time. By being fun the game will get a playerbase, a thing that is necesarry for it to be big in competitive sense.
You forgot the most important part: Q4 sucked ass and lacked all the good Q3 swag.
I had tons of fun as a newbie in Q3 in DM17 back in the day, but guess what my friends were equally noob. So matchmaking.
Here's a Mountain Dew intense moment of the match where Stermy, desparately trying to come back, leaves himself exposed. Fatal1ty blasts him into oblivion, and that's all she wrote.
Q4 sucked and the people watching that didnt play so cant correlate with what the are watching , its just a lame show.
People being excited for LoL in live events its because all of they play the game. To be excited watching a videogame you need to know how to play it yourself otherwise its just some stuff happening on a screen. Thats the basic premise, that people play the game first.
TF2's Territory Control gamemode, one example of which was tc_hydro, had that. It was an interested concept but the map itself was very one dimensional and stalemate prone so it didn't really take off.
My view on the next quake that's basically q6 (if we say ql is 5th quake?) nevermind the numbers.
Let's say Q4 with it's additional movement, teleport shooting, maybe even extra movement never seen before? enivorement which is destructible but not whole map maybe few points of the map which would let's say
- break the pillar for more visibility
- crumble some unstable element so the enviroment "breaks" and part of the bridge falls which in return resides on the floor where it felt (kills the player if it falls on him, and stays on the floor as additional box for shortcut trick-jump), shooting of the lights (doom 3 style) ect. ect.
- maybe even 2to5 possible map events (for example complex maps which would reveal two additional teleports, or new corridor so the map would play even faster, shift the part of the room lets say a ledge with a mg/ra on it so it's harder/easier to steal/pickup, additional item/weapon spawns and there could be only 1 of 5 possible events per match in duel and 2of5 for team based type)
- weather effects which would play the same map in 1-3 possible ways (night with less visibility (not affected by picmip due to very dark areas doom3 styles) - day for standard play - rain/storm where the night/day cycle would change, flashes of lightning in the screen or something.....whatever floats your boat and lots of beta testing to get it just right)
- tweaking each weapon for something extra but leaving the simplicity of the weapon
gauntlet - after hitting 2 hits, possiblity to throw it like a hook or automatically - remains until you use it or until you die
mg - 5sec of shooting triggers rapid fire (10% more speed and spread) or precision (less spread 10% and slower rate of fire for 5%)
- shotgun - every Xrd (x-number) deals additional 25% more dmg and uses one extra shell
- grenade launcer - every 3rd grenade can either be launched twice as far (q2 style where you could hold a grenade) / bounces 2 more times / can be triggered earlier by user
- rocket - since with rocket there is rocket jumping nothing like before but this would be also good for grenade....after the explosion there is a burning debris for 1.5sec which deals xx%dmg of actual rocket
- rail - remaining completely the same but if you get (impressive is 2 hits, lets say impossible(which is not achivement but weapon mechanic) 3hits) impossible gives you the next rail which deals 40%more dmg.
- plasma- is like ice and slows the enemy down for 5-10percent speed lasts for 0.5sec, also can freeze water for 1sec making the surface slideable but impares movement if you catch an enemy on ice (moonwalking), can freeze lava and make it solid to jump across something, can also put fire of rocket debris out
- lightining - if enemy is in the water it deals 0.15 more dmg due to electricity+water, if you are in water while shooting you get 0.15dmg for yourself because the same reason, also lightning gun after each 15th cell shoots little surge wasting 5cells and dealing the dmg of 4cells
- chaingun - for each bullet you hit, you get 3 bullets back in your ammo since the chaingun has massive spread, no need for building the same mechanics as machinegun.
- bfg - I have no idea since each and every bfg in every quake was different...if we take q2 than faster travelling ball with pull towards effect and explosion at hit of 2x radius the rocket luancher, q3 bfg slightly slower travelling than rocket with also pull effect but for 30%more dmg and 1.5 blast radius of rocket or something like that
On top of the haste, invisibility, regeneration, quad, battle suite, personal teleport/injection (haha don't know the name of the injection "item) I would like to see 2 more powerups for teamplay
- Nurse - the one who picks up, heals teamates if they are in xx radius of you for 10healths per sec (lasts 20sec)
- Forge - same as the nurse but gives 8armor to each teammate for each 1.5sec (lasts 30sec)
For other gametype mods
- Boost - jump higher for 2 jumps (let's say shards at dm6 using boost you get with two jumps to rail) spawns every 100sec
- Shift - using it gives you the ability to move through the wall to the next room (example from deck below the rail on dm6 you could move forward and coming above quad area (same level) or perhaps you could stand next to jumppad to rail and use (crouch + use item) to get to lg room below (spawns every 75sec)
- Combat - if you get killed having combat you spawn with your health and all the items and ammo you had except the weapon with which you died....this way the opponent couldn't just spawn rape you easily not knowing what you have on yourself - spawns every 120sec
- DejaVu - instantly replenishes all of your ammo for all weapons you are having - spawns every 90sec
- Gamble - is a poweritem which you take and 10sec after you use it you get one of the following: Personal Teleport, Personal Injection, Invisibility, Boost, Shift, Combat or DejaVu. or you just die by an enemy before you gambled that's why it's called a gamble :D - spawns every 90sec
ofc i like advanced movement in quake as it is. but an advanced movement will do a) change the gameplay or is only a unnessary gimmick b) makes it to complicate for new players.
the quake movement in ql right now is to complicated for beginers, thats a fact. the automatical hop comes to late i think (besides its not working to good but thats another discussion).
maybe its not possible to do gameplay/movement for beginers/casuals and veterans. the simple solution, with mods from the past in mind. do two modes, normal mode/pro mode. but there must something in place that the normal mode is attractive and veterans dont bash it right from the start.
personally i need ragdoll physics, a frag would be more fun.
the world in every quake mp game feels steril and dead. "arena" is kind of colloseum fights. but from what i know about the historical colloseum the romans did much with it. fights against animals. they flooded it with water to do have ship themed fights.
there is a way to establish new elements, like high grass, but it shouldnt go crazy like in cod (bombs from the air, shooting through walls). cod is a fps satire for me, the gameplay is broken, some perks cant be countered.
Yeah, quake 4 for example had the slide movement but didn't effect the gameplay, some knew how to use it better than others but all could play together easily.
Some decent players after long time of playing still can't perform some trick jumps/circle jumps correctly with full speed and other small things. but it doesnt affect their play.
With extra movement I was thinking about super small things, I would like to se a variation of double jump for trick jumps like in promode/q2/q1/reflex ect. but adding something like ninja drop, if you time the touchdown to the floor correctly from 2 stories high you dont get any dmg, if you like in q3 drop down (at least as I remember correctly) from high above and in that split second pressed jump you would still lose health but you'd get a boost forward like you were on a jumppad.
Wall slide-run would-jump would be a no go for me because it would remind on other games like ut, warsaw etc., I want core of the quake essence but more evolved.
Small things like that, and small things like described more elaboratly in previous post which in my opinion would still have the game simple but with more diversity which is definitely not a bad thing.
Since you brought up the movement I did reconsider and though more on this extra movement I was reffering to so for examples and upgrade from the previous post:
- plasma leaving an ice for that second on the floor, you could let's say strafe jump forward, and in the next place you will land you can shoot some plasma to get a bit of ice on the floor and less friction so you would slide a bit to move even more faster for next jump...it wouldn't make a big difference to the gameplay but still it would be usefull to anyone more skilled. (plasma wall climbing still possible afkors). This is one of possibilites but it could be used more for other trick jumps.
If I continue thinking ahed to the path of weapons giving you extra from movement I would say like this:
- gl/rl you can rocket jump and thats enough for me
- plasma as described
- gauntlet? if you hold that 3rd pummel you did for extra shot described before you could "gauntlet jump" like a rocket jump but no dmg / push from the wall for speed ect.
- mg/cg - nothing here
- lightning? I know this is ridicule but let's say something like a grapling hook? there are few spots on the map like high light or something "electric" you shot at it and in that "burst" which lg does it pulls you forward to it (speed of someone railing your ass while running forward or bit slower).
what did you think of other things except the movement part? weapon upgrades? events? new powerups?
Oh and ragdoll, I don't care, with or without, I need gibs :)
Edited by White_Insane at 16:10 CST, 18 December 2014
i read your posts twice. you have good ideas i give you that. ice sounds nice, also fire/electro. water fights.
movement/weapons. right now im more in the mood of simplify it all. quake1 mp reboot, forget quake3. basic clichees. to get a big player base. also get the 100 qw guys back in a new game (which is only a dream).
I had these ideas for a long time, wanted to play with q3 modding it and seeing how this would work, but since I do not know how to mod probably never will see those ideas come to life :D
Q1/QW is good, but for my liking it's a bit too fast and I did like promode, pql, qw, but only for fun, for any more serious play it didn't work for me.
As you mentioned before, q1 set up for singleplayer would be a must, and than initial 2or3way styles like now would be awesome, atm we have vql, pql and vql simplified with loadouts and bunnyhopping, the same for the next quake would be good for wide variaty of audience.
Jeez, you're kind of a dick. Suggest fifty different new ideas and then I suggest one and you immediately shoot it down. Whatever dude, I was just throwing it out there.
Sry if you feel like that I was meant to be "harsh", but did you see a reload in any quake game? No, and that's for a reason.
Reload is for other games which are trying to be realistic, quake was never and will never be a realistic shooter, not by it's movement, not by its weapons...that's why a reload for weapons would not be a good thing. example....ut is also unrealistic shooter, so is warsaw, so is reflex non have reloads....it would completely change the experience and the core mechanics of fast paced shooter.
For instance the time to shoot second rocket after you fired the first one is A "RELOAD". This goes for rail, grenade, bfg, proximity mines ect. As for the lg, pg, mg, cg those are a full ammo clip weapons and to reload those weapons you need to pick up ammo.
And on top of allready talled things I would like next quake to have modability of q3/q4 so we can have mods, for example one of favorites for q3 was urban terror, enemy territory (both with reloaded weapons), also headhunters and some other cool mods. For q4 there are variaties of additional sp campaigns and cool mods to play mp or sp.
you're making my argument for me - it's ok to introduce new features to a game. you suggested one (plasma ice) as well as pointing out an earlier new feature (ramp sliding), but then i suggested one (weapon reload) and it's the "worst idea ever". stop being so obtuse and realize that i'm just trying to have a conversation here, not start a fight.
p.s. "did it work"...how successful would you say Q4 was/is?
Like I allready described reload is allready in the game but implemented in unrealistic way since it is a futuristic not realistic game..
why implement reload when their is no realistic movement and jumps?
Q4 for me was one of the best quake multiplayer experiences, the problem was and still is community.
Everybody wants just an upgraded version of some of prior quake versions. For me each quake had something of its own and just because of that they were all good for me.
Quake 4 was the game which was really demanding out of the box even after tweaking cfg to the lowest settings, from my crew of friends who played quake 3 in that time 15 of 20 of us did not have money/wanted to upgrade and buy new pc to play it.
Reason? First 6 months, netcode was a bit shitty, wasn't many servers, mods were updated on daily basis and it wasnt as easy as quake 3 just to jump in the game and start playin.
After initial 6month game started to be good, with community maps, chosen competition mod and it was good but people have seen the initial incomplete game out of the box made first impressions and didn't go back to it, many of them still didnt upgraded systems and stayed with q3 for that same reason.
Realistically, if Quake is going stop the decline of player numbers, it needs to be sold to another company. ID Software just doesn't seem to think it's worth investing money into it. Maybe they are right? It's a great game, but I can't see a huge influx of new players to replace the ones that are leaving.
Allow me to entertain the thought of the next Quake sequel. Will it be developed by id Software? Will SyncError and Sponge be part of the development team? Will there be loadouts? Not entertaining in the slightest.
now I understand why SyncError favoured ZeroQL and serious: He doesn't know how to program aim assist and ESP himself, so he tried to get their help or the help of their coder. And for sexual benefits of course.
While the zeroql unban thing is true, sync has always banned serious, maybe like a hundred of his accounts are banned?
Not fair to either sync or zeroql, since serious is just a cunt who has done absolutely no good, at least zeroql has done some good - whilst what he did bad is still really bad, if you can follow my screwed logic ;)
Carmack gone, Romero gone, last Quake game wasn't made by id? Zenimax media talons digging into id's sides? It doesn't look very promising but I'd love to be proved wrong.
Him not being the one with responsibility to launch such a project, is not the same as him not having knowledge of such a project already approved and in the pipelines.
Most likely scenario is they release another pos game proving once and for all just how disconnected from the first quake generation they really are. Fervently suckling what's left out of mother nostalgia's deflated sagteet. Then they'll sell the rights off to brandan, the only one who showed up to bid.
i wouldnt mind if they put the stakegun from reflex in it. i like the movement possibilities there. as for quake V and ql i'd say hand ql over to us as a gift we'll take care of it.
A Quake sequel would be awesome, everyone else is making an FPS right now so maybe...I wonder who would develop it though? Perhaps the guys who made Wolfenstein: The New Order started on the next Quake. They did a really good job with Wolfenstein imo, making a good fast paced multiplayer FPS is quite different though.
Maybe all hope for the series isn't lost after all!
Quake 5 should be the continuation of Quake1, which id changed completely with Quake2. Tech bases with portals to magic realms where your naughtiest FPS dreams come true.
Zenimax: the people that kicked Romero arent anymore at id, hire that fucking genius already.
Quake5 = Quake1 + Next gen graphics + Romero = fapfapfap
Edited by gSTRUCTOR at 06:19 CST, 16 December 2014
Why only picking the bad? Severity was cut by CPL. Daikatana was a mess, but Romero is much more mature now. Also with Daikatana he was free to do whatever he wanted, now he would be under Zenimax scrutiny.
3D Technology is already very mature today, but crazy geniuses are always a scarce resource.
I'm just saying, i wouldn't be so sure that guy will ever deliver a proper shooter again. fool me once... i had high hopes for daikatana, romero's been high on his own hype for years :/
Yeah but we should be fighting the new UT and so on, to get a place in the new arena shooters that are comming up, not making some single player game IMO. We need an updated competitive fast paced fps platform solid as fuck as it was in 1999 with q3 and it was fun as fuck. COD is the same shit being regurgited for years so inb4 its not novetly enough. 1999 gameplay from Q3 is still lightyears beyond current fps.
What we need is matchmaking and more noob friendly interesting new ideas to test. Of course the solid competitive platform will forever objectively be 1v1 independently if people are dumb enough or not to get it.
Quake5 could have a proper SP campaign based on the original game, and MP with matchmaking whatever.
Quake1 is still a competitive fast paced and solid platform, too old and without the graphics most players want today so very low on players. Your comparision makes no sense.
You are missing the point. We have to focus everyone that shows interest in the game into the MP aspect, a SP is not needed. When they think of the game they have to think of a MP game, not some SP game with a MP section.
And running around killing monsyers is play time for getting used to the game, so serves as a measure to avoid noobs not understanding the game at all in their first multiplayer match.
And they don't seem to be taking care of Quake :( Let's just hope their care for the new game is different. It will be different in resources, but will it receive undivided attention? I doubt it. Probably will be noobified and battered, for all we know.
It all comes down to what people would be setting priorities in the design. If it is going to be major Bethesda-these-days-like title team - it's likely to have the expected negative outcome.
But we would still have a faint hope for a proper outcome, since smaller team might get more independent.
Most likely that would not be the case, of course.
I would prefer the more polished MP part of quake. Quake is about skill, Doom is about atmosphere. Next quake (i hope QL2) SP should be basicly training for the MP part.
I am sorry to say to all the leveling haters, but the principle is good, it is a great way to slowly introduce a game to newbs. each lvl/rank/whatever is a new part of the game, which you can choose to master. More parts of the game you master, to higher/more masterful tier you will be able to join.
I'm a huge fan of the Quake series as well as Doom and anything ID did back in the day, but tbh, I'm probably not even going to care if a new Quake pops out someday. We got Reflex and Reborn amongst bunch of other promising games coming up that focus on the essential and actually good parts of the genre. I just can't find myself being hyped about a new cash in Quake, sorry you cunts.
The Quake franchise seems to have been in the wrong hands for a long while now even if in any hands at all. Someone should just do them that what the "editors" did in the movie "FAQ about time travel".
you have mixed up everything due to ppl posting random shit form their head on esr.
Basicly as i gathered id atm has managment problems as in they can not focus on one united goal.
Zenimax should set up their own managment in id atm to straighten up current id.
Then they should be all hands on deck for the next quake, cuz it deserves proper attention. And yes they should highly integrate syncerror and sponge opinions on matters, because they still understand better what is bad and good, then the rest of ths dev team, which had prolly 0 contact with quakers. (or else you are gona get double jump, then we are all fucked) :)
<Patrol1985> -12% since last month
<@sponge> thats pretty typical, especially for a 15 year old game
<@sponge> its about at the rate we were expecting
<pp> but that stat only shows the Steam users, doesn't it?
<Patrol1985> yeah sponge, but we like the game!
<@sponge> although we predicted more subscriptions, but that was under expectations, but considering we dont lose money by going to steam its all a win
<pp> I'd pay for an anticheat ;)
<@sponge> pp: the cost of 1 programmer who is able to do something like that, contracted for idk 6 months to a year, would be a good $40-$50k
<Patrol1985> I want it too! :D
<Patrol1985> but I have just one foil card so far :D
<Patrol1985> sponge, what about VAC?
<pp> well, sponge. I can pay for some of it ;)
<crazyal_> :humiliation:
<@sponge> not unless we are steam exclusive
<Patrol1985> would it be possible to convert QL fully to Steam?
<@sponge> plus we'd still need to actually find the cheats and send em in
<Patrol1985> as in: would it be profitable? <@sponge> anything is *possible* it just depends what we and zenimax would want out of it
<crazyal_> QL is going to be going full steam
<@sponge> and no we'd probably lose money becuas of all the non-steam subscriptions
<Patrol1985> I see
<Patrol1985> well it's out of question then
<@sponge> no, not at all
<Patrol1985> now I'm puzzled :D
<@sponge> this silly meme i've seen on esr that ql is losing money for us is false
<@sponge> we've made money for the past 2-3 years every month
<@sponge> at some point, it makes less and less sense to run all the infrastrcuture and servers we do, at which point it makes more sense to put it all on steam
<Patrol1985> so that's sort of a "plan B"
<@sponge> its not really a plan b, quake live won't last forever, it's plan a
<@sponge> at some point some unknown amount of years from now the service will go away and we'll move it all onto steam with some degree of more steamworks apis
<bepa> would it be possible for ca to do a "followperson"?
<@sponge> bepa: honstly at this point we've heard much fo everything and there's things we know we want to do, but can't due to time/resources/talent
<Patrol1985> why won't id delegate for people to QL?
<@sponge> because they're busy working on doom
<Patrol1985> they want to create Doom as fast as possible and can't waste resources?
<@sponge> we don't make money by being wasteful with large teams and slow iteration times
<pp> I'm unfamiliar with the company structure. is idSoftware still involved in Quake these days?
<@sponge> pp: yes, all 3 of us + tim willits are all at id in texas
Some other stuff:
<@sponge> and yea lol @ "quake live 2" it doesn't exist and it wouldn't be called quake live 2 anyway its not like the brand is so strong
And something completely unofficial and probably not real:
<@sponge> qwih is not that smart
Edited by Teen Queen at 05:02 CST, 20 December 2014
Yeah, let's make sure sync and sponge are in on the next quake installment. The guys that brought damage plums and loadouts (among other retarded shit) to quake. I cringe to think what they would do to quake with an actual budget and team behind them, holy fuck.
And zenimax, wasn't it someone from zenimax that had the fabulous idea of a doom(4) teaser at qcon and make it for attendees only?
Every time such thread pop's up I get the feeling that many people are living in early 2000's. There won't be Quake 5, there won't be QuakeLive 2. There is no id software anymore, it's just a Bethesdas newly acquired console FPS factory and tech provider.
If Quake comes out, it will be a "reboot", a reboot for people who got their kinect box or gamer station on christmas, some mediocre single player shooter using brand recognition.
Don't be naive. I've witnessed myself destruction of my favorite franchise over past years, and Quake is even more niche than that. The train has left the station and it's never coming back.
If Q5 is ever made I have a feeling it won't appeal to old school players at all.
Strafe jumping would be replaced with a sprint button and a small jetpack with energy. Very little customization, you probably won't be able to turn of player bob and stuff like that.
When you fire LG the crosshair would move around randomly and you would have to tame it.
You would have body implants that you can choose to modify you as a player, jump higher, run faster, more energy, see through walls for a few seconds, ability to use energy to speed up fire rate and reload.
Weapon mods you can choose, like magnetic lg that slightly curves to the enemy or more damage or a beam that arcs to nearby enemy.
It will be a console port and mouse control won't be as smooth and it will have a lot of input lag.
Game will be played and forgotten in half a year. How many games are played for 15 years? That is impossible in todays time.
Games like Q3 / QL are a very rare occurrence.
-Very little customization
-you can choose to modify you as a player, jump higher, run faster, more energy, see through walls for a few seconds, ability to use energy to speed up fire rate and reload.
I have absolutely no idea what you are referring to. Speak like a normal human being, man-child.
Oh, I'm sorry. I must be dumb if the game allows variety between actual game-play choices instead of the Quake minimalist design, right? Console theory and how to break down the screen in order to count the pixels for more clarity is definitely not the only association I have when it comes to customization. If you do, then God help the stupid.
By customization I meant customizing non gameplay stuff.
Configs, huds.
- Game has basically a simple scripting language
Hundreds of parameters you can choose,from colors of every body part of enemies, gun effects (like 5 different LG beams, railgun styles with each section of a rail beam modifiable ), gun positions on screen, whether they wobble with you. Countless graphical customizations.
Create your own hud and your own crosshair for each weapon, total freedom.
Many parameters to define mouse sens, different mouse accel modes, sens cap, allows you to set your preffered zoomd fov and zoomsensitivity and with scripting you can have it different for each weapon or you can have more and switch between them with button.
Want different crosshair (and size, color), sensitivity, fov, zoomfov, gun position, hit sound or whatever else for each weapon? Well you can make it so.
Want different huds and binds to suit each game mode? Don't need a big ass clock for CA? Want a big ups speed meter for Race? If you want it you can do it..
You can make it how you want it. There are some unique play styles that come from all this.
With most games today you are lucky if you get a simple fov slider.
Edited by bemyslave at 12:50 CST, 24 December 2014