04-27-2016, 09:50 AM
(This post was last modified: 04-27-2016, 10:06 AM by Lee_Stricklin.)
I was thinking about doing a balance and physics configuration for some time, particularly one that would promote more styles of movement for fighting and work well with vehicle CTF maps as well as Xonotic's normal arenas. Taoki talking about getting to work on a configuration awhile back along with Hutty getting his ideas on the forum and getting to work on his configuration inspired me to actually have another go at this. This will be more or less an alternative set aimed particularly at people looking to do both vehicle CTF and traditional Xonotic maps on their servers, not really intended to replace the current default. The following is what I'm aiming for:
Physics and movement changes
---------------------------
Running speed/ground movement
---------
Running speed slightly sped up to emphasize on foot movements for fighting and using the jump key for dodging or getting past obstacles. Bunnyhopping is no longer your only means of moving around.
Bunnyhop/ski movement
---------
Reserved primarily for longer distance travel as doing this makes it easy to hit obstacles as well as making your movement more predictable. Skiiing can be accomplished via bunnyhopping downhills/terrain.
Misc
---------
Trickjumps can still be accomplished just as they were before using weapon splash damage, ramps in the enviroment, etc. Jumping will be used largely for exactly that, not just for traveling flat planes via bunnyhopping.
Jetpacks
---------
There will be two types of jetpack in Xonotic. One of them requires fuel to operate (most likely to reserve it as a super item for deathmatches) while the other will recharge in a manner similar to what is in Tribes (Allowing for large scale team VS team battles).
Weapon Roles, they will still largely act the same with slight tweaks
---------------------------
CORE
-------------------
Blaster
------
Ammo: N/A
Role: Movement aid, mobility disruption, desperation weapon
Shotgun
------
Ammo: Shells
Role: Close range hitscan, melee
Lightning Gun
------
Ammo: Cells
Role: Mobility disruption/finishing weak opponents
Mortar
------
Ammo: Explosives
Role: General purpose grenade launcher, good for finishing combos
Electro
------
Ammo: Shells
Role: Getaway weapon, ambush weapon
Crylink
------
Ammo: Plasma
Role: Bouncy projectile shotgun/anti-air, anti mobility
Hagar
------
Ammo: Plasma
Role: General purpose spam weapon, good for pinning enemies
Rocket Launcher
------
Ammo: Explosive
Role: General purpose rocket launcher
Nex
------
Ammo: Cells
Role: Long range railgun
SUPER WEAPON
--------------------
Fireball
------
Ammo: Weapon specific
Role: Explosive/burn damage projectile, fire starter, balance wrecker
VEHICLE AND TERRAIN CTF
--------------------
Mine Layer
------
Ammo: Explosive
Role: Anti-Vehicle
NEW TOYS
--------------------
HLAC
------
Ammo: Plasma
Role: Super Spammer, made redundant by the Hagar
Machine Gun
------
Ammo: ?
Role: Finishing hitscan weapon, replaced by lightning gun
Rifle
------
Ammo: ?
Role: Sniper Rifle, made redundant by Nex
WTF IS THIS
---------------------
Fk'n Tuba
-----
Ammo: N/A
Role: Thrown in just for the hell of it, can cause damage by making opponents' ears bleed
Physics and movement changes
---------------------------
Running speed/ground movement
---------
Running speed slightly sped up to emphasize on foot movements for fighting and using the jump key for dodging or getting past obstacles. Bunnyhopping is no longer your only means of moving around.
Bunnyhop/ski movement
---------
Reserved primarily for longer distance travel as doing this makes it easy to hit obstacles as well as making your movement more predictable. Skiiing can be accomplished via bunnyhopping downhills/terrain.
Misc
---------
Trickjumps can still be accomplished just as they were before using weapon splash damage, ramps in the enviroment, etc. Jumping will be used largely for exactly that, not just for traveling flat planes via bunnyhopping.
Jetpacks
---------
There will be two types of jetpack in Xonotic. One of them requires fuel to operate (most likely to reserve it as a super item for deathmatches) while the other will recharge in a manner similar to what is in Tribes (Allowing for large scale team VS team battles).
Weapon Roles, they will still largely act the same with slight tweaks
---------------------------
CORE
-------------------
Blaster
------
Ammo: N/A
Role: Movement aid, mobility disruption, desperation weapon
Shotgun
------
Ammo: Shells
Role: Close range hitscan, melee
Lightning Gun
------
Ammo: Cells
Role: Mobility disruption/finishing weak opponents
Mortar
------
Ammo: Explosives
Role: General purpose grenade launcher, good for finishing combos
Electro
------
Ammo: Shells
Role: Getaway weapon, ambush weapon
Crylink
------
Ammo: Plasma
Role: Bouncy projectile shotgun/anti-air, anti mobility
Hagar
------
Ammo: Plasma
Role: General purpose spam weapon, good for pinning enemies
Rocket Launcher
------
Ammo: Explosive
Role: General purpose rocket launcher
Nex
------
Ammo: Cells
Role: Long range railgun
SUPER WEAPON
--------------------
Fireball
------
Ammo: Weapon specific
Role: Explosive/burn damage projectile, fire starter, balance wrecker
VEHICLE AND TERRAIN CTF
--------------------
Mine Layer
------
Ammo: Explosive
Role: Anti-Vehicle
NEW TOYS
--------------------
HLAC
------
Ammo: Plasma
Role: Super Spammer, made redundant by the Hagar
Machine Gun
------
Ammo: ?
Role: Finishing hitscan weapon, replaced by lightning gun
Rifle
------
Ammo: ?
Role: Sniper Rifle, made redundant by Nex
WTF IS THIS
---------------------
Fk'n Tuba
-----
Ammo: N/A
Role: Thrown in just for the hell of it, can cause damage by making opponents' ears bleed
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
Oh wait.