I’m sure this topic have been discussed somewhere in the forums, but after searching it I couldn’t find it. I’ll try to be the most specific in terms of number of words, so I don’t end writting a seriously boring long post.
Big Maps
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Problem: Playing big ass maps is always fun, but they are the origin of certain unpleasant situations. For aliens, the fear of receiving a nuclear mass driver explosion on your dretchy head. And humans, the unavoidable feeling of being too exposed when traveling on foot in very big spaces.
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Idea 1: For aliens, every class should have the ability to camouflage, at different ranges. For example: dretches can be seen at X units of lenght, Basilisks at (3/2) times X units, marauders at 3X units, dragoons at 6X units and tyrants at 9X units. Why? Because human range is infinite, I recall playing a very big flat map where you had to pounce for and hour to get to human base, and humans can see aliens as dots, with the right aim you could hit dretches incredibly far, with ANY weapon, except flamer and luci. I think this idea would make big maps very playable for aliens. (I know New EDGE gave Basilisks the ability to camouflage if they stand still, but I’m suggesting a different method.)
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Idea 2: For humans, the idea from romdos to be able to use fireteams, adding the ability to know where they are at any moment, and to stick together, because human strenght is in numbers, if any given fireteam of 4 or more is together in X radius, some type of buff is applied. (more to be added, havent thought of what kind of buff)
Credits and Evolution Points
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Problem: New players tend to be more susceptible to feed the other team, regardless of the team they are in, while experienced players tend to be at full credits and evos because of them, making new players to loose their patience or even stop playing just because they cant get a kill.
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Idea 1: While new players as aliens or humans, tend to go solo I think it is ok to kill them, but every death they have should award less credits or evo points to the one who kills it. For example: Player 1 kills player 2. Full award gotten. Player 3 kills again player 2, 2/3 award gotten. Player 1 kills again player 2, half award gotten, after the third death, without any kill, player 2 enter in a losing streak state, where they award 1/4 of the current value of class for aliens or humans.
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Idea 2: Experienced players can get kill streaks, after 3 consecutive kills the player gets a tag over their head which can be seen by enemies only, making them attract more bullets or more bites/claws. Awarding 2x credits or evo points to the one who kills it. It could be that after 8 kills, the player gets a glow only seen by enemies even through walls, while being human you become “the hunter” for aliens, where aliens get 4X evo points for killing, and as alien you become “the prey”, where humans enhance their radars to see the alien you have to hunt.
##Chat
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Problem: Tremulous wasnt designed to have a chat, that is what I think. In the hud, we all can see the chat of course, but I actually see is a mirror of the console, not a chat, where all logs are shown. Console must log every single detail of the game, that is not questionable.
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Idea: Let’s separate kill and build logs from chat. It would be easier to follow up conversations while playing, maybe in a smaller invisible window on any othe part of the screen.
By far, thats what I have to add for some ideas to the trem gameplay, I know it is easy to just say ideas and let others do the hard work when coding, testing and making them work in game. I appreciate the people who use their free time to make a classic game better each day. By the way, for the readers who havent seen my other post of the communications idea, heres the link Voice Commands
Thanks for reading this, and let’s make it a brainstorm.
Edit 1:
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Erased the word “Appear” in “after 3 consecutive kills the player gets a tag over their head appear which can be seen by enemies only”.
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Changed work precition (bad written) with Aim (accuracy)