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[SUGGESTION] XPM Suggestions

#1
I have a few suggestions for Xonotic Pro Mode. I recently installed q3cpma and after playing it a while I realized that some of it's pro'ish feature could be very nicely integrated in Xonotic's gameplay too.
  • No generating health(forcing you to play VERY defensive when you're low since you now have to pickup items that may reveal your location to your opponent)
  • Don't display seconds in timer(making it more difficult to time megas)
  • Don't display where your teammates are trough walls(forcing better communication in team game modes)
  • Changing armor spawn times to 25 instead(making the gameplay more fast)
  • Increasing strafe jumpings effect slightly
  • Delay after shot (only on nexgun, rl, crylink and sg)

Just some ideas. Making XPM more hardcore will give more room to the casual elements of vanilla Xonotic.
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#2
Out of all these, I think only the no regererating health is the most viable...

Others don't seem to fit in to the gameplay on xonotic?
[Image: 12766.png]
Sucks at weapons
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#3
(01-28-2013, 02:33 PM)kammy Wrote: Out of all these, I think only the no regererating health is the most viable...

Others don't seem to fit in to the gameplay on xonotic?

Well, these for example doesn't even affect gameplay very much, just the raising the skill required to play.

(01-28-2013, 01:15 PM)machine! Wrote:
  • No generating health(forcing you to play VERY defensive when you're low since you now have to pickup items that may reveal your location to your opponent)
  • Don't display seconds in timer(making it more difficult to time megas)
  • Don't display where your teammates are trough walls(forcing better communication in team game modes)
  • Changing armor spawn times to 25 instead(making the gameplay more fast)
  • Increasing strafe jumpings effect slightly
  • Delay after shot (only on nexgun, rl, crylink and sg)
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#4
Tge three first suggestions, are they sane, if I implement it could it get merged if testing is successful?
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#5
if we are to take anything more from cpm, i'd like to try megahealth respawns dependent on the health of the person who picked it up. health regen, movement, and hud options are currently fine imo

any gameplay balance changes like these require lots of testing from good players. i agree that xpm is maybe due for re-evaluation, though.

inb4 balance arguments
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