[Beta Release - Version2 Beta] Deus Ex: Arx Genus

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[Beta Release - Version2 Beta] Deus Ex: Arx Genus

Postby MrBlackDX » Mon Oct 03, 05 3:46 pm

Hey guys, basically I've always pondered the idea of a class based system for DXMP, I thought it would be interesting to investigate the team-play element of Deus Ex, I found that DXMP, although it has a team option, it doesnt really count as well as you may think.
The fact that DXMP today is played as though every encounter with the enemy is very 1on1 and not team based, the only team effort within the game is when a group can single out one enemy, known very appropriately as "R.A.P.E".

So why not make it so that the dependancy on team mates to perform actually becomes critical, when someone asks another for "MED" it intrigues me to think that a Medic in DX would be valuable.

Anyway, enough rant, heres my idea

Now the idea is that the mod will be played Team vs Team, and that each team has a number of different classes, ive constructed 5 basic classes so far, which are as follows;



Soldier

Equipment:
Combat Knife
Pistol
Assault Rifle
1 LAM
1 Gas Grenade
1 Med
1 Lockpick

Class: Engineer

Equipment:
Crowbar
Flamethrower
Sawn-Off Shotgun
2 LAM's
2 EMP's
1 MED
5 Multitools
1 Lockpick

Medic
Equipment:
Prod or Baton*
Crossbow
Auto-Shotgun
3 GAS
5 MED
1 Lockpick

Sniper
Equipment:
Combat Knife
Sniper Rifle
Sawn-Off Shotgun**
1 LAM
1 Lockpick
1 Med

Stealth
Equipment:
Dragons Tooth Sword
Throwing Knives
Stealth Pistol
3 EMP
1 GAS
1 LAM
1 Med
1 Lockpick

The lockpicks currently have no use as of yet

* - Havent made up my mind which to use
** - Sawn-off shotgun seemed the likely choice to give balance to the sniper

The process of becoming a class can be achieved in two ways,

1st way would be to place cut-off team spawn rooms, which then have different teleports for different classes, obviously each teleport would be labeled, the teleports will teleport you to your class room

Once you enter your in your class room your 3 main weapons will be on 1 wall, 2 walls will then have equipment holes, which can be opened via 1 Multitool

By having these equipment holes you limit the supply of grenades and other equipment

the last wall of the room will have the teleport which will enter the player into the main fighting place thingy :D

The other way a class system could be achieved would be through coding, this of course would be a cooler way of achieving the same problem, however the con is finding a coder willing to help.

The soldier would be the regular combat unit, standard stuff

The sniper also speaks for itself, their to snipe :D

The Medic would hand out medkits, and is also useful for intoxicating the enemy

The engineer has his main uses through his multitools

Multitools in the main fighting section will allow engineers to open hatches to Turret controls, and open compartments to Ammo caches and extra equipment for their team members, thus making them valuable for team play

The Stealth dude uses his emp to sneak past enemy turrets, and generally try to sneak up on the enemy, planting nades in enemy bases etc

Anyway, anyone who wants to give positive feedback or is interested in seeing this idea through, post please :D

Wuv u all
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Postby Trailmix » Mon Oct 03, 05 4:11 pm

That would be a really great clan war! :)

edit : did someone take out the kick a** part? <_<
Last edited by Trailmix on Tue Oct 04, 05 3:55 pm, edited 1 time in total.
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Postby MrBlackDX » Mon Oct 03, 05 5:14 pm

Trailmix wrote:That would be a really clan war! :)


u know it!

im thinking for a beta, just to test the classes, just modify smuggler, change the spawn points to some new rooms and add the idea

Further tests would have to modify the actual map to accomodate multitool sections and removal of ammo boxes, medbots

i just had a further thought that the lockpicks could be used for the medics to gain further medical supplies or even unlock a medbot
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Postby Cozmo » Mon Oct 03, 05 8:34 pm

cool, Shouldnt the stealth guy have a graplegun and a few lockpicks?
grapplegun is from DTR mod
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Postby Alistair » Mon Oct 03, 05 9:04 pm

He needs to stop drinking >D:
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Postby MrBlackDX » Mon Oct 03, 05 9:08 pm

~Cozmo~ wrote:cool, Shouldnt the stealth guy have a graplegun and a few lockpicks?
grapplegun is from DTR mod


Lockpicks havent been officially designated a use, but i would like to see this grapplegun, whats the map its used on and where could i get it?

And anymore ideas anyone?
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Postby clyzm » Mon Oct 03, 05 10:27 pm

How about player meshes? Like a guy with a medic backpack for the medkit and stuff.

It's a really great idea, it focuses on the basics of DX: teamwork.
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Postby MrBlackDX » Mon Oct 03, 05 10:35 pm

How about player meshes? Like a guy with a medic backpack for the medkit and stuff.

It's a really great idea, it focuses on the basics of DX: teamwork.


Tanks dez, i was thinking of stealing the DXALPHA FLParty clothes mods to administer to this mod, (of course when i say stealing, i mean asking dae politely... maybe), could give medics suits etc, of course you would have to give the different teams different clothes, but all in all, it would still look slap dash, so if this thing kicks off id consider player meshes and new skins :D

keep em coming, and if anyone wants to volunteer to map my beta, TANKS MUCHLY, ill give u a medal
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Postby Bob » Tue Oct 04, 05 12:21 am

I already told you what I think.
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Postby MrBlackDX » Tue Oct 04, 05 11:30 am

ok heres a big list of what others have said to me on msn and other forums, just to put down all the extra ideas and reasoning

Vengeance forums

LordSandro wrote:Yeah GREAT IDEA MAN!!! I Think new clans will be born afTer your mod!


MrB - Tanks, the plan is to flog this dead horse till the day it dies...

LordSandro wrote:U can also make ThaT There would be more han 2 Teams, add a MJ12 or Triad Team, wiTh Theire own weapons, The sword for The Triads....


MrB - Ill put that idea on the back burner, as in, if it becomes uber popular that will probably be added, well maybe

LordSandro wrote:PS: Make a mac version or ask me To do one, There a los of Mac DX players.


MrB - if the mod becomes uberage popularage then ill talk to you about a Mac version, i know how sucky it is to only have a pc version (friend has imac)

LordSandro wrote:Ps: It"s a realy great idea making a class mod u coulld also add few thing like team Leader and numbers of soldiers/medics/enginers/ect allowed


MrB - The team leader im not so sure about, but thanks anyway, and the allowance of how many in each class has been debated to me by others, and will appear if the mod gets underway

NPF Forums

JimBowen wrote:Looks nice.
Have you ever played Wolfenstein:Enemy-Territory?
That game is much like what you are trying to do with your mod idea..


MrB - Yeah Ive played a ton and a half of Enemy territory

JimBowen wrote:The lockpicks could be used to open team-doors, i.e. into the other team's base.. rather like when covops in et steal a uniform, they get keys to the other team's doors.


MrB - And yeah thats a pretty damn good idea for lockpicks, and when I get the first original map up for the mod I'll think about intergrating it

Might actually mean that the stealth class would have some use...

MSN Convo's (Not Accurate)

Bob & Marco wrote:One problem with the mod, is that its likely everyone will go Soldier/Sniper, and the Medic/Engineer class will not be used.


MrB - Very True, however, by limiting Medical/Ammo Supplies to the Engi's and Medics', hopefully in a team full of sol/snipes, one person may get fed up with the lack of med/ammo and eventually request someone else go med/engi or go med/engi himself.

Bob wrote:How about you make another class, such as the "Heavy" class, he could have GEP and plasma rifle or something like that


MrB - I had a very good think about that, but since everyone's disposition against geps/plasma (depending on the existence of AUGs), is negative, I decided that the inclusion to have a heavy class would not be in the first stages of the mod, but if we get some hardcore coding done, then it will be included

Bob wrote:I think it would be a good idea to adjust the player stats accordingly to correspond to each class, eg (less health for stealth, but much much faster)


MrB - Very good idea, but not really possible until we get coding

Bob wrote:As well as adjusting player stats, you could assign each class different AUG's


MrB - Good idea again, coding is still the problem, however I personally think that the AUG's would have to be sorted before the player stats



Now, further thoughts, when I find a mapper, I'm going to set out my test demo's as such,

0.1 Beta - Smuggler map with added spawn rooms, and soldier class room installed

0.2 Beta - 0.1 with added Sniper room installed

0.3 Beta - 0.2 with added Medic room installed

0.4 Beta - 0.3 " " Engineer " "

0.5 Beta - Every class room installed

0.75 Beta - Smuggler map redesigned so that there are no ammo boxes/medbots/utility bots/turrets/non-class room room weapons around the main map, Ammo Boxes will be placed inside Utility Bot storage areas, to mimic the use of engineers

1.00 - 1 official map for the mod complete, and smuggler test map from 0.75 added as well

Note: Only 0.75 and 1.00+ will be released to the public for play

Now last but not least, WTF am i gonna call the mod!?! :D
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Postby Jeoh » Tue Oct 04, 05 12:24 pm

Deus Ex: The Unplayed Enemy Territory Mod
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Postby MrBlackDX » Tue Oct 04, 05 12:24 pm

GeneralJeoh wrote:Deus Ex: The Unplayed Enemy Territory Mod


Jeoh: Always good for a laugh...


MSN CONVO WITH JAY

The Mayor - MrBlack
James - LTKJAY

Code: Select all
The Mayor - The world is corrupt! says:
dae said if he has any time, then he might be able to make some mutators which assign weapons
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
Oh cool, very good
The Mayor - The world is corrupt! says:
but its if i can catch him ya see
The Mayor - The world is corrupt! says:
if i can cut out the class rooms that would be pretty good
The Mayor - The world is corrupt! says:
and then that means i can take away the medpacks from all the classes cept medic 
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
yay =D
The Mayor - The world is corrupt! says:
now that would really put emphasis on team work
The Mayor - The world is corrupt! says:
if the fighting classes have no medpacks at all, then they would really need medics
The Mayor - The world is corrupt! says:
and it also means i might be able to go over the limit of 5 medpacks for the medic, well hopefully
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
yes
The Mayor - The world is corrupt! says:
give him 8-10 medpacks
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
lol, yes.
The Mayor - The world is corrupt! says:
ownage
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
Engineerer = Bio cell guy too?
The Mayor - The world is corrupt! says:
hmmm maybe
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
dude
The Mayor - The world is corrupt! says:
i was thinkin by using his multitools he could unlock biocell and utility bots
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
I just realised, stealh dudes weapons arw quite lame, lol
The Mayor - The world is corrupt! says:
yehuh
The Mayor - The world is corrupt! says:
however JimBowen put down a useful point
The Mayor - The world is corrupt! says:
lockpicks
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
maybe a mutatored sword or something, full damage
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
Yeah, that owns
The Mayor - The world is corrupt! says:
once we get an original map, you can put down doors which can be opened by your team members, (switches to open them on one side) but they need to be picked on teh other side, this could then mean stealth's have the ability to get into the enemy base and sneak up etc
The Mayor - The world is corrupt! says:
yeah a fulldamage dts would be kickass
The Mayor - The world is corrupt! says:
good idea
The Mayor - The world is corrupt! says:
oh and biocells would be for AUG's
The Mayor - The world is corrupt! says:
augs wont be included until later versions, when we can assign certain augs to certain classes
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
Oh cool, yeah
The Mayor - The world is corrupt! says:
im not fussed about augs as of yet
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
GREAT idea!
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
this is like Dystoritia so much :lol:
The Mayor - The world is corrupt! says:
yeah i expect it is, but the point is, 5-6 years of DX and no one thought of just copying team fortress classic and intergrating it into DX
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
Yeah, smart!
The Mayor - The world is corrupt! says:
dude, im not just a pretty face :]
  James - Buy the new Bullet For My Valentine Debut Full Length album - The Poison says:
XD, I know, you are a huge quiff too, of knowlage
The Mayor - The world is corrupt! says:
i can cook mash potato :]


So, in conclusion if i can get some mutators sorted, then the new set up will be;

Soldier

Equipment:
Slot 1 - Assault Rifle
Slot 2 - Pistol
Slot 3 - Combat Knife
Slot 4 - Empty
Slot 5 - 1 GAS
Slot 6 - 1 LAM
Slot 7 - Empty
Slot 8 - Empty
Slot 9 - Empty
Slot 10 - 1 Biocell

Class: Engineer

Equipment:
Slot 1 - Flamethrower
Slot 2 - Sawn-Off Shotgun
Slot 3 - Crowbar
Slot 4 - 2 EMP
Slot 5 - Empty
Slot 6 - 2 LAM
Slot 7 - Empty
Slot 8 - 5+ Multitools
Slot 9 - Empty
Slot 10 - 3 Biocell***

Medic

Equipment:
Slot 1 - Assault Shotgun
Slot 2 - Crossbow
Slot 3 - Electric Prod
Slot 4 - Empty
Slot 5 - 3 GAS
Slot 6 - Empty
Slot 7 - Empty
Slot 8 - Empty
Slot 9 - 5-10 Medpacks
Slot 10 - 1 Biocell

Sniper

Equipment:
Slot 1 - Sniper Rifle
Slot 2 - Sawn-Off Shotgun*
Slot 3 - Combat Knife
Slot 4 - Empty
Slot 5 - Empty
Slot 6 - 1 LAM
Slot 7 - Empty
Slot 8 - Empty
Slot 9 - Empty
Slot 10 - 1 Biocell

Stealth

Equipment:
Slot 1 - Stealth Pistol
Slot 2 - Throwing Knives
Slot 3 - Dragons Tooth Sword**
Slot 4 - 3 EMP
Slot 5 - 1 GAS
Slot 6 - 1 LAM
Slot 7 - 5+ Lockpicks
Slot 8 - Empty
Slot 9 - Empty
Slot 10 - 1 Biocell

Note: Lockpicks are now going to be assigned for infiltration purposes

* - Still edgy about Sniper with Sawn-Off Shotty, if anyone can make a better suggestion, please, tell me!

** - DTS may be enhanced for more damage with a mutator

Biocells will be allocated now, but will not be used until an AUG mutator or coding has been established, certain classes will eventually be given their own augs, Stealth (best example) will have cloaking and speed

Engineers will be in charge of biocell allocation, as well as dependant for Ammo boxes

And once AUG's and player stats are coded and finished, then new classes will be added

My final aspiration, will be that objective based maps and CTF or domination maps will be intergrated

However, im purposely starting low, because if I aim too high it might overwhelm the situation

Keep your suggestions coming :D
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Postby Trailmix » Tue Oct 04, 05 4:05 pm

This mod would do good if it had one of those D-Day maps, of course, not GODZ's ones. :roll: Like you could have the soldiers provide cover fire for the engineer while he "melts down" the barbed wire with his flamethrower (make the wire invincible to any other weapon), the sniper could do something like take out the machine gunners, and the medic will help any soldier that has machine gun wounds. What'll make it hard is that the other team also has this stuff. Just a thought....
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Postby MrBlackDX » Tue Oct 04, 05 4:09 pm

Trailmix wrote:This mod would do good if it had one of those D-Day maps, of course, not GODZ's ones. :roll: Like you could have the soldiers provide cover fire for the engineer while he "melts down" the barbed wire with his flamethrower (make the wire invincible to any other weapon), the sniper could do something like take out the machine gunners, and the medic will help any soldier that has machine gun wounds. What'll make it hard is that the other team also has this stuff. Just a thought....


thoughts are good, and if this mod gets uber, stuff like this will be good

Hopefully the final version will have objective based maps eventually, so, when everything else is done, this kindof stuff will appear

thanks cakemix :]
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Postby JOHN » Tue Oct 04, 05 4:17 pm

Long time no see guys :]

nice to see Mr.Black back in DX. ill come back for the Mod :)
sounds like TFC to me ;)

will be amazing.. jjust make the sniper rifle balanced. eg does the same amount of damage zoomed than unzoomed *whistles
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Postby MrBlackDX » Tue Oct 04, 05 4:45 pm

JOHN wrote:will be amazing.. jjust make the sniper rifle balanced. eg does the same amount of damage zoomed than unzoomed *whistles


uh no john :P

The beauty/curse of DX is that there is no weapon to dominate the mid range class of weapons

pistol is too slow
stealth pistol is underpowered
sniper rifle requires lots of skill
assault rifle is a waste of ammo
assault shotgun doesnt really cut it
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Postby clyzm » Tue Oct 04, 05 9:40 pm

One problem with the mod, is that its likely everyone will go Soldier/Sniper, and the Medic/Engineer class will not be used.


It could be like STVEF, I've already talked to Ben on msn, like before the game starts, you pick your team, and if everybody has soldier, you automatically go with another side.

I'll explain what I mean.

At the beginning of a match, players must choose their "specials". After it's all full, people can either be spectators or wait for others to choose a new job. For new players entering the game after the beginning, it will automate exactly which spots are needed, and if there's more than one spot needed, the new player can select one of them.

Get what I mean?

And Ben, I think the spots should be a limit of these:

10 soldiers
2 medics (or 1)
2 engineers
2 snipers
3 covop/stealthies
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Postby Dejavu » Wed Oct 05, 05 1:39 pm

dudes, ive told you 0aug is boring....

and if you want to play a game with this idea, go play vietcong, you have soldiers, medics, snipers, engineers there.
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Postby James » Wed Oct 05, 05 1:41 pm

DejaVu wrote:dudes, ive told you 0aug is boring....


Well spaz :] to you!

Augs will be included.
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Postby MrBlackDX » Wed Oct 05, 05 1:42 pm

~[A]LTKJAY~ wrote:
DejaVu wrote:dudes, ive told you 0aug is boring....


Well spaz :] to you!

Augs will be included.


AUGS will eventually be included, however not until say version 2.00

and if you want to play a game with this idea, go play vietcong, you have soldiers, medics, snipers, engineers there.


there is a hell of a lot of class based games around, but my point is it might be fun to try it out for DX
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Postby Cozmo » Wed Oct 05, 05 3:16 pm

Heres the grapplegun thing,
on multiplayer u have to hold the fire button as u draw it to work but maybye a good coder cud fix that
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teams??

Postby ~Sandro~ » Wed Oct 05, 05 9:03 pm

Could it be possible to have more than 2 teams, like in Unreal tournament??? :D
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Postby MrBlackDX » Wed Oct 05, 05 9:36 pm

~Cozmo~ wrote:Heres the grapplegun thing,
on multiplayer u have to hold the fire button as u draw it to work but maybye a good coder cud fix that


i shall check that out asap, if its anything like the hookshot from Legend of Zelda or similar, ill have to get it for ze mod, thinking it could replace the stealth pistol or knives, and then ill get one of those to replace the sawn-off for the sniper

It could be like STVEF, I've already talked to Ben on msn, like before the game starts, you pick your team, and if everybody has soldier, you automatically go with another side.

I'll explain what I mean.

At the beginning of a match, players must choose their "specials". After it's all full, people can either be spectators or wait for others to choose a new job. For new players entering the game after the beginning, it will automate exactly which spots are needed, and if there's more than one spot needed, the new player can select one of them.

Get what I mean?

And Ben, I think the spots should be a limit of these:

10 soldiers
2 medics (or 1)
2 engineers
2 snipers
3 covop/stealthies


not a bad idea dez, consult me after the first release is out, im not gonna put limits on classes as of yet, and i also want a menu select option when this thing gets uber, so instead of entering teleports it will be faster again

ok heres an update on whats gonna be released in 0.75 map wise

Image

heres a really crude map of Smuggler, now ill explain some things

You start off in a room with 5 niches in the wall, each niche is one seperate teleport which will convert you into a different class, and then teleport you to the map spawn area

Each team will have a permanent spawn, which means, that instead of switching spawns when the opposite team enters your spawn, (to eliminate spawnkill) your team will always have the same spawn
However! Even though you have the same spawn, you will have your weapons by the time you get into it, so hopefully this may cut down sk, however when officials maps are released ill get them constructed as to elimate sk altogether

Ok, the first thing you will notice when you enter the actual map that it will have no ammo boxes, no extra equipment, no weapons lying around, no med bots, no utility bots, however, if you look at my crude map, it has some U's in boxes, these are where previous utility bots were in storage, im gonna make it so that instead of utility bots, they will have ammo boxes instead. Engineers, through multitools will have access to these ammo boxes

Next up, the turret and camera will remain, however the turret control will be place behind the mirror on the second floor at T, this will mean the engineer will have exclusive access to the turret control

This sums up exactly how the demo of my mod and smuggler will turn out
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Postby Trailmix » Thu Oct 06, 05 6:30 am

DejaVu wrote:dudes, ive told you 0aug is boring....

and if you want to play a game with this idea, go play vietcong, you have soldiers, medics, snipers, engineers there.


If you want to include augs, you could have the medic provide ADS and everyone else could use something else. You'd just have to stick reeeeeeeal close to each other. :P

A medic thought: You know in the DarkForce1.u mod for [DF]-Mall where you had a credit card and when you pointed it at someone and clicked, you could send them money? Well..maybe you could do that with a medkit but that'd be unreal :P .
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Postby JOHN » Thu Oct 06, 05 9:55 am

MrBlack wrote:
JOHN wrote:will be amazing.. jjust make the sniper rifle balanced. eg does the same amount of damage zoomed than unzoomed *whistles


uh no john :P

The beauty/curse of DX is that there is no weapon to dominate the mid range class of weapons


ill just have to have the zoom shoot key bound when i play again :) tell me when your all back into it ill give yall a whooping :P
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Postby synthetic » Thu Oct 06, 05 1:35 pm

Classes could use some work

If sniper is made a stand-alone class then it definately needs balanced sniper.

I think it might be rather time consuming to build new meshes for a game like dx unless you have a large group working on the mod. Perhaps you can settle with the meshes found in dx as a start. I had a similar idea in mind while playing dxsp few days ago. Gunther would make a great demolitions/heavy weapons man.

Why not add certain augs to each class and keep it dx :wink:

Anyway this idea rocks imho but I can see a lot of work for you ahead.

Good Luck
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Postby MrBlackDX » Thu Oct 06, 05 2:54 pm

rand12om wrote:Classes could use some work

If sniper is made a stand-alone class then it definately needs balanced sniper.


And what would you say is a balanced sniper? I chose the sawn-off shotgun as a sidearm to at least give the sniper a fighting chance in close quarters combat, however im considering other weapons, like the stealth pistol or throwing knives

rand12om wrote:I think it might be rather time consuming to build new meshes for a game like dx unless you have a large group working on the mod. Perhaps you can settle with the meshes found in dx as a start. I had a similar idea in mind while playing dxsp few days ago. Gunther would make a great demolitions/heavy weapons man.


meshes wont be integrated until later releases, theyre not really a priority as of yet, but you did make a good point about Gunther, he would make a cool heavy weapons dude

rand12om wrote:Why not add certain augs to each class and keep it dx :wink:


way ahead of ya, so far ive decided that each class will have either 4 or 5 augs each, stealth was bloody easy to decide exactly what i wanted

StealthOp;

Cloak
Radar Transparency
Run Fast
Run Silent
(maybe combat strength as extra)

rand12om wrote:Anyway this idea rocks imho but I can see a lot of work for you ahead.

Good Luck


thankyou for your opinions, much appreciated matey
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Postby clyzm » Thu Oct 06, 05 8:32 pm

Trailmix wrote:
DejaVu wrote:dudes, ive told you 0aug is boring....

and if you want to play a game with this idea, go play vietcong, you have soldiers, medics, snipers, engineers there.


If you want to include augs, you could have the medic provide ADS and everyone else could use something else. You'd just have to stick reeeeeeeal close to each other. :P

A medic thought: You know in the DarkForce1.u mod for [DF]-Mall where you had a credit card and when you pointed it at someone and clicked, you could send them money? Well..maybe you could do that with a medkit but that'd be unreal :P .


There's something like that in STVEF, how bout for the medic, instead of throwing medpacks, he has an item in which he goes near the person and sprays him, but it only works for ally, not foe, and so the spray heals him.

It's called a HypoSpray in STVEF, but I guess we can get Resident Evil here and call it a First Aid Spray :]
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Postby Dejavu » Thu Oct 06, 05 9:15 pm

MrBlack wrote:
~[A]LTKJAY~ wrote:
DejaVu wrote:dudes, ive told you 0aug is boring....


Well spaz :] to you!

Augs will be included.


AUGS will eventually be included, however not until say version 2.00


i didnt say that this mod has to be done for augs. i wouldnt play it, there would be no sense playing this in augs. i see, you still dont get what aug game should look like. aug game must consist only of pure action and high speed. adding this "feature" to augged game would be a disaster - it would slow down the game and reduced the complex of augged game.

i just said that 0augs are really boring and the proof is this thread! 0aug is simply not enough good, intresting anymore, so you want to get along with something new - like this mod.

at the end, i really dont care, if this mod is trully made then it will cause some positive and some negative things for "augged community", first of them is to put some more interest into overall game so maybe even we (auggers) could have some fun, the second will just ruin augged game even more (less augged players, no income of new players to augs cos of easier gameplay in the mod) - exactly what 0aug did.
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Postby clyzm » Thu Oct 06, 05 10:07 pm

DejaVu wrote:
MrBlack wrote:
~[A]LTKJAY~ wrote:
DejaVu wrote:dudes, ive told you 0aug is boring....


Well spaz :] to you!

Augs will be included.


AUGS will eventually be included, however not until say version 2.00


i didnt say that this mod has to be done for augs. i wouldnt play it, there would be no sense playing this in augs. i see, you still dont get what aug game should look like. aug game must consist only of pure action and high speed. adding this "feature" to augged game would be a disaster - it would slow down the game and reduced the complex of augged game.

i just said that 0augs are really boring and the proof is this thread! 0aug is simply not enough good, intresting anymore, so you want to get along with something new - like this mod.

at the end, i really dont care, if this mod is trully made then it will cause some positive and some negative things for "augged community", first of them is to put some more interest into overall game so maybe even we (auggers) could have some fun, the second will just ruin augged game even more (less augged players, no income of new players to augs cos of easier gameplay in the mod) - exactly what 0aug did.


What's DX about besides deathmatch? What about Aug Teams? Teamwork is essential. We're only working in teamdms here, not normal DMS.
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