Hmm. One very nice thing to add to ACCM is something from Phantom's mod.
As much as you both hate me giving suggestion from the other's mod, there's really no reason not to use their ideas and give them credit for them, especially if they're good ideas.
Basically, Bln, you should keep the combat types apart from each other. I.e. PvP should have its own maps and own special game type, PvZ should have its own maps and special game type, and PvPvZ should have its own maps and special game type. HOWEVER. I'm gonna suggest right from Phantom's mod, that you add in chat commands that control the scoring system. This means that with a chat command, you can enable zombies and get points from them on a PvP map/gametype, and on a PvZ map, you can have team battles or free for alls, and get points for them. And the ability to turn a PvP map/gametype into a PvZ one. And so on..
Or, could you just roll out with one game type? ACCM? Infection? I favor the Infection game type, tbh.
Oh yeah. You should really finish up that Zombie RPG thing found in 1.2. It looked pretty cool. The one that Eolk broke? Yeah. Fix that up, it had extreme potential.
Implement Alviss's RPG patch update that he's working on/releasing soon.
Give the M79 6 rounds instead of four, and maybe 2 clips.
Fix the Ammo/Clip count. Phantom did, you can.
Fix up the reloading feature, add something that shows it's reloading. Suggested to Phantom a bar in BottomPrint that shows the progress.
Remove the Powered Armor Guass Cannon, toss that onto a vehicle. You're smart, you can make a new one.
Remove the Powered Armor Flame Mortar, toss that onto a veh too.
Remove the Powered Armor jets. It's already the strongest armor, no need for it to be able to jet too.
I think giving the Spec-Ops the ability to snipe straight would balance it out a little. Just a thought.
Remove the Builder Packs for all the armors except Technician. Fairly pointless for a Powered Armor to be able to deploy a Solar Panel.
Give the Powered Armor access to Repair Packs. Not Medical Packs.
Add Burn Patch to Medical Pack.
Maybe give an infection cure limit to the Medical Pack.
Make the zombies move 0 0 +0.5 ten times when spawning. This would look cool, give players a warning to where the zombies are, and they won't get attacked right off when zombies spawn.
Umm....
Remove Pure Build, we have the Technician armor for a reason. A few wankers can deal with going to an inventory station like in CTF and such. Would add an element of realism.
!!ZOMFG, NOT BEING LAZY!? WHAT!?!!
For the PvZ game type, have varying zombies spawn randomly all over the map, in varying strengths. Include that weather thing that was in Affliction, with Thyth's methods of evening it out. It was pretty cool. Delete that queer Central Command telling you that the weather changed, pretty sure you can fucking tell for yourself when there's a sandstorm and when it's raining. While building, get a team mate to cover your ass, or toss up a few turrets.
OH. Turret limit. Of like, 2 per player. Players playing ACCM are supposed to fight turrets, NOT WATCH AI SHIT KILL AI SHIT AND GENERATE LAG. >:C /rant
^ Seriously.
Add an APC.
Add something like Halo's Warthog. Maybe a tank with wheels? Idk. Something that has a gunner and passenger seat. or two. Different than the APC, which should be heavily armored.
Put the Hawk Interceptor into the other game types.
Fix the AT6.
Fix how you always pick up AT6 rounds when you run over a Spec-Ops body.
Enable a way to unrestrain players without killing them, and also disabling their Go Obs option and suicide option once restrained. Fix their ability to toss grenades/mines while restrained.
Change the Zombie Lord image, it looks like a pussy. Add some demons or something to it. Idk.
Look with Alviss into squad options. I have a few ideas, but I can't really rough them out until I know more about squad function.
Suggest a way to secure a universal ACCM score/rank system. It'd be pretty kick ass, but I realize this is unlikely to happen due to cheaters.
Fix Spawn Point saving.
In /listspawns, it shows the location of the spawns. /NameSpawn should change that location into text describing where the spawn is. This is a hell of a lot more useful.
Add laser sighting.
Add a weak pistol to the Technician armor. NOTHING STRONGER.
Remove Pure Build, we have the Technician armor for a reason. A few wankers can deal with going to an inventory station like in CTF and such. Would add an element of realism.
!!ZOMFG, NOT BEING LAZY!? WHAT!?!!
I don't agree, Pure Build is ideal when setting up a scenario, unlimited jets is very useful for this, it's also a good way to signify when a server is in total war, and when everyone is taking a break/figuring out what to do next.
Add something like Halo's Warthog. Maybe a tank with wheels? Idk. Something that has a gunner and passenger seat. or two. Different than the APC, which should be heavily armored.
The Grav Bikes used to be good for that, but we could use a vehicle that could hold more than 2 people.
Enable a way to unrestrain players without killing them, and also disabling their Go Obs option and suicide option once restrained. Fix their ability to toss grenades/mines while restrained.
Agreed. I want to throw mother fuckers in POW camps! >:O
Suggest a way to secure a universal ACCM score/rank system. It'd be pretty kick ass, but I realize this is unlikely to happen due to cheaters.
I suggest removing points from Zombies all together. People farm them for points, which makes a global ranking system everything but useful.
If there are points for killing mindless playerShapes, perhaps we should introduce a hefty penalty for being careless enough to be killed by one.
Going from Private to Corporal in a one hour session of Zombies is just silly, and doesn't reflect a players skill, which the rankings system was created for.
I suddenly want to pick up on those CCM Training scripts Dond was working on.
We have the SMG, Phantom, you didn't tell me this.
And the powered armor is supposed tobe slow. And the epic weapons it carries does make up for it.
No way to save rank/xp
Fix /killzombies
And, add in two new gametypes....
An actual VIP system, replicated and polished version of the one me and Eolk and several others played a while ago.
This would be along the lines of Phantom's neat "mode" idea, where a chat command activates the "gametype" instead of using limited amounts of maps, which should actually be implemented in all the ACCM variants, such as PvP and PvZ. But anyways...
/vipactivate
The game could request users to use a chat command if they want to play, /IWantToPlay, and if a certain number do, say 5+, then the game will activate, and ask the those that registered as wanting to play to use another chat command if they want to be vip, /MeAsVip, and randomly selects one after about a minute.
After a Vip is selected, the players can be transported to a random area within the map bounds, and a few seconds given so that they can select a loadout, while the Vip will be a Spec-Ops and unarmed. Utterly unarmed.
When the game actually starts, a waypoint is marked where the players must escort the Vip. Once they reach the area, they need to hold off zombies for a certain time limit, or until one of the players can go get a havoc from another waypoint.
As they players progress to the waypoint, the difficulty should rise, giving more and harder zombies, but be based upon the number of players. It wouldn't make sense to send 100 zombies against a group of 15 escorts, or 3000 against a group of 3 escorts.
Rules? Should an escort die, he is forced into obs and cannot spawn. If the VIP dies, then the game is lost...and all players and zombies are killed off, but players can now respawn, and redo the whole thing.
Those that don't want to participate should be limited in someway from attacking the zombies that spawn to attack the group, but not limited from weapons at all. I dunno about this.
...Yea.
Woo for copy and paste...
NOW, FOR Assault!
Basically, this is when a group of players must defend themselves from ever increasing waves of zombies. Phantom, yes, this is your Horde, but a little modified...
Kk. So. Teh players spawn, on a map, totally blank. No vpad, no inven, nothing.
They spawn with weps, and whathave you and what not. ONE, is randomly selected to be a Tech, to buidl their base. The rest, must defend against the zombie horde that suddenly spawns, in a random circle, around them, no matter where they move to.
Should a player die between waves, he is unable to respawn unless revived. Once he spawns, he spawns near the Tech. Should the tech be dead, he randomly spawns, with his loadout, to a random player. Once all players have spawned, the tech is again selected. However, this is ONLY if someone in a tech armor has died.
Once the players have their base, the tech may then switch out to a combat load. Or sooner, if it's desired.
If all the players die, it's gameover, and then w/e.
Oh yeah, the zombie lord and demon zombie shouldn't be able to hurt themselves with their projectiles.
Especially the Assault one. It would require people to actually WORK TOGETHER! OMG. :O
I can see some real potential for it, and RPG mode, could fit real nicely into it.
I had an idea for a PvP Gametype in ACCM, Special Operations. It's a lot like Siege, but the attacking team has a random objective (not entirely random, but it shouldn't be THAT obvious to the defenders).
A random base is spawned (generated, something like that, perhaps a Dam/Airfield/Bunker. Idk) the defenders spawn, and have 5 minutes to set up defences/plan. once the 5 minutes are up, the attackers spawn, and are given their objective (could be... blow a generator, capture the base, secure an item. All bases have these things in them, but only one, choosen at random, will secure victory). They also spawn with a vpad (For tactical dynamics).
When someone dies, they don't respawn. The Attackers win if they accomplish the objective; The defenders, if they kill all the attackers.
Especially the Assault one. It would require people to actually WORK TOGETHER! OMG. :O
I can see some real potential for it, and RPG mode, could fit real nicely into it.
I had an idea for a PvP Gametype in ACCM, Special Operations. It's a lot like Siege, but the attacking team has a random objective (not entirely random, but it shouldn't be THAT obvious to the defenders).
A random base is spawned (generated, something like that, perhaps a Dam/Airfield/Bunker. Idk) the defenders spawn, and have 5 minutes to set up defences/plan. once the 5 minutes are up, the attackers spawn, and are given their objective (could be... blow a generator, capture the base, secure an item. All bases have these things in them, but only one, choosen at random, will secure victory). They also spawn with a vpad (For tactical dynamics).
When someone dies, they don't respawn. The Attackers win if they accomplish the objective; The defenders, if they kill all the attackers.
Alv, Come play Horde in my server...
Snow, If you are going to have nukem take mah idea, at least show some dignity, and name it Horde.
I don't care if you use my ideas, I just want credit for it.
Technically ACCM has had a "horde" gametype before you did. There's been a hidden gametype in ACCM for a while, unfortunately it has no official name. Eolk made it a while ago just for the fun of it, I plan to add some more depth in it once I get the numerous gameplay issues out of ACCM.
Besides, you got your idea from Gears of War 2, ACCM had this gametype WAY before GoW2 came out. So when this gametype is released, I don't want to hear you bitch about how "OMG NUKEM STOLE MY IDEA!!!" When in reality, ACCM had this gametype before TWM did, and before GoW2 existed.
Defenders should have about 10-20 minutes instead. 300 seconds isn't much.
The defenders wont have access to building pads, when i say "Defences" i mean, turrets and little machine gun emplacements. If we gave them pads, they'd just wall up the entrances lol, If it's 10-20 mins deadly boredom will set in.
The truth of the matter is, I get my ideas from strange places. Most of my ideas for ACCM actually come from EVE Online's mission system. Like my idea for randomized mission environments. Not getting into detail about all of it, and I'm aware that EVE's missions aren't randomized. I was thinking one day how cool it would be if EVE's mission were randomized, then I thought "Why don't I do that?"
If I use an idea from another mod or from one of you fools, I'll give you credit. Otherwise, don't bother complaining. That goes to you Phantom, since you seem so eager to have your name in my mod for some reason.
Holstering: Low priority, mostly something neat.
This is a nifteh idea that I stole from an unknown mod way back when. Basically, whatever weapon you're not using, is visible upon your playerShape somewhere. For an exampel, the sniper rifle would be slanted across your back, the shotgun could hang at your right hip, the m32 could be across your chest... This would be interesting for PvP, since enemies can see your weapons, and when you're rolling with your squad you can see what everyone is equiped with.
Grenades: Medium priority, I would really like to see a few of these in 1.4....
We should have a few different grenade types; Frag, Explosive, Incindidary, Stun, Whiteout, Smoke, Beacon, and Net.
Frag: Produces a very small explosion but throws quite a few high damage bullets around.
Explosive: Very large, deadly explosion, and none to very few fragments.
Incindidary: Low damage, high range, catches everything on fire.
Stun: Stun your person, with no damage to you, for a short while. You can still see and shoot, you just can't move.
Whiteout: obvious, kills your vision, no other effects.
Smoke: Get rid of this, or reduce it's lag.
Beacon: Reduce the lag of it, other then that, it's fine.
Net: Halts person for a very short time, unable to move or turn. Doesn't work on Powered Armors, meant for Spec-Ops to restrain the target. Only implement this if you're gonna let them take POWs
Mines:
Basically add in the same ones as the grenades. Mines should be able stick anywhere onto LSBs, and base walls/cielings.
Elevators: High Priority, I really want to see this.
Controlled by power systems, set the movement with /setmovement x y z
A 24/7 ACCM TS server would be epic. I might host one myself.
Flaregun: Low-Medium Priority
A type of pistol, sends a little fireball out. Can light people on FIA! Umm, helps light up immedite area.
Artificial Horizon: High Priority
Basically something that gives the altitude while you're in a plane/chopper, and lets you see your current leveling.
Urban Maps for zombies: This definetly needs to appear please...
You need to fix /spine, yo ucan have negative values in there.
Remove the badd system, or fix it completely.
Add /undo
Melee System:
Kk, so instead of that crappy old thing we call melee, let's have something else. And yes, we'll keep the crappy melee for 40m jumps.
Knives, Machetes, and Sabers.
These are the three melee weapons I'm suggesting that are added. When you pull it, you have to run INTO the zombie. What happens next is based upon health, direction, speed, and what not, all in percentages. Should you "win" the percentage battle, you do damage/kill the target, w/e Nukem deems best.
The knife is availible to all three armors. It has a lower kill percentage but a higher "recovery rate." This is so that you can't just slice down an entire army of zombies, you ahve to wait for your guy to "recover" from the battle.
The machete basically has a higher kill rate, is availble to the Commando and Powered Armor, and has a lower recovery time.
The Saber is only for the Powered ARmor, has a much higher kill rate, and an extremely low recovery rate. .
I lied, why not a fourth?
Saber and Shield for powered armor, only the shield takes up an actual weapon slot. Garuenteed kill, but takes forever to recovery.
Now, about recovering. You can switch to other weapons, but if you do, the recovery is intruppted.
Now, about the various factors...
Direction:
If you hit them head on, lower chance of winning. If from directly behind and little above, MUCH MUCH higher. And so on.
Speed: The faster, the better.
Health: The lower health you have, the lower the chance. Lower health it has, the higher the chance.
If you get attacked while recovering, you're attacked like you have a normal weapon.
Hey just putting it out there If for some reason you wanna test a weapon on something i'll be the target for that. Like if you wanna make the scg more powerful or wanna have the sentinals shoot at me or anything else. And as for idea's what about a bunker pack? cause I noticed that if you build your own defences it takes the newer con players a bit to build something that won't lead to their death.
Urban Maps for zombies: This definetly needs to appear please...
There's a map called Cityscape i think would be kick ass for ACCM if you wanna change it from CTF.
Secondly Snow you must be ACCM Number 1 Fan or something cause all your posts on this thread are full of detail and idea's (not saying anything's wrong with that)
Thirdly, i think the rank system is weird. I think it takes too long to rank up.
Lastly, an AI fireteam of sorts would be kick ass. They run entirely on commands unless attacked then they defend themselfs accordingly.
Comments
As much as you both hate me giving suggestion from the other's mod, there's really no reason not to use their ideas and give them credit for them, especially if they're good ideas.
Basically, Bln, you should keep the combat types apart from each other. I.e. PvP should have its own maps and own special game type, PvZ should have its own maps and special game type, and PvPvZ should have its own maps and special game type. HOWEVER. I'm gonna suggest right from Phantom's mod, that you add in chat commands that control the scoring system. This means that with a chat command, you can enable zombies and get points from them on a PvP map/gametype, and on a PvZ map, you can have team battles or free for alls, and get points for them. And the ability to turn a PvP map/gametype into a PvZ one. And so on..
Or, could you just roll out with one game type? ACCM? Infection? I favor the Infection game type, tbh.
Oh yeah. You should really finish up that Zombie RPG thing found in 1.2. It looked pretty cool. The one that Eolk broke? Yeah. Fix that up, it had extreme potential.
Implement Alviss's RPG patch update that he's working on/releasing soon.
Give the M79 6 rounds instead of four, and maybe 2 clips.
Fix the Ammo/Clip count. Phantom did, you can.
Fix up the reloading feature, add something that shows it's reloading. Suggested to Phantom a bar in BottomPrint that shows the progress.
Remove the Powered Armor Guass Cannon, toss that onto a vehicle. You're smart, you can make a new one.
Remove the Powered Armor Flame Mortar, toss that onto a veh too.
Remove the Powered Armor jets. It's already the strongest armor, no need for it to be able to jet too.
I think giving the Spec-Ops the ability to snipe straight would balance it out a little. Just a thought.
Remove the Builder Packs for all the armors except Technician. Fairly pointless for a Powered Armor to be able to deploy a Solar Panel.
Give the Powered Armor access to Repair Packs. Not Medical Packs.
Add Burn Patch to Medical Pack.
Maybe give an infection cure limit to the Medical Pack.
Make the zombies move 0 0 +0.5 ten times when spawning. This would look cool, give players a warning to where the zombies are, and they won't get attacked right off when zombies spawn.
Umm....
Remove Pure Build, we have the Technician armor for a reason. A few wankers can deal with going to an inventory station like in CTF and such. Would add an element of realism.
!!ZOMFG, NOT BEING LAZY!? WHAT!?!!
For the PvZ game type, have varying zombies spawn randomly all over the map, in varying strengths. Include that weather thing that was in Affliction, with Thyth's methods of evening it out. It was pretty cool. Delete that queer Central Command telling you that the weather changed, pretty sure you can fucking tell for yourself when there's a sandstorm and when it's raining. While building, get a team mate to cover your ass, or toss up a few turrets.
OH. Turret limit. Of like, 2 per player.
^ Seriously.
Add an APC.
Add something like Halo's Warthog. Maybe a tank with wheels? Idk. Something that has a gunner and passenger seat. or two. Different than the APC, which should be heavily armored.
Put the Hawk Interceptor into the other game types.
Fix the AT6.
Fix how you always pick up AT6 rounds when you run over a Spec-Ops body.
Enable a way to unrestrain players without killing them, and also disabling their Go Obs option and suicide option once restrained. Fix their ability to toss grenades/mines while restrained.
Change the Zombie Lord image, it looks like a pussy. Add some demons or something to it. Idk.
Look with Alviss into squad options. I have a few ideas, but I can't really rough them out until I know more about squad function.
Suggest a way to secure a universal ACCM score/rank system. It'd be pretty kick ass, but I realize this is unlikely to happen due to cheaters.
Fix Spawn Point saving.
In /listspawns, it shows the location of the spawns. /NameSpawn should change that location into text describing where the spawn is. This is a hell of a lot more useful.
Add laser sighting.
Add a weak pistol to the Technician armor. NOTHING STRONGER.
Woo.
Heres my 2 cents.
That would be a cool ammo type for Artillery.
Sniping is fine. Don't fix what isn't broken. haha.
I don't agree, Pure Build is ideal when setting up a scenario, unlimited jets is very useful for this, it's also a good way to signify when a server is in total war, and when everyone is taking a break/figuring out what to do next.
There was one. Lol, it was removed to conserve data blocks.
The Grav Bikes used to be good for that, but we could use a vehicle that could hold more than 2 people.
Agreed. I want to throw mother fuckers in POW camps! >:O
I suggest removing points from Zombies all together. People farm them for points, which makes a global ranking system everything but useful.
If there are points for killing mindless playerShapes, perhaps we should introduce a hefty penalty for being careless enough to be killed by one.
Going from Private to Corporal in a one hour session of Zombies is just silly, and doesn't reflect a players skill, which the rankings system was created for.
I suddenly want to pick up on those CCM Training scripts Dond was working on.
The Warthog/Grav cycle idea is for fast assault vehicle with minimum space and light gunnage and light armorz.
Agreed wit hthe zombie ranking thing.
an Uzi would be good. :0)
is there a way to save rank+xp?
And the powered armor is supposed tobe slow. And the epic weapons it carries does make up for it.
No way to save rank/xp
There is, unless i misunderstand these six words. Ranks/Exp are already saved by the server into a local file.
They do save. Snowfire.. I did
Snow brought him into it.
So shut up and sit quietly.
I'm VERY quite aware they already save on each server individually.
And, add in two new gametypes....
An actual VIP system, replicated and polished version of the one me and Eolk and several others played a while ago.
This would be along the lines of Phantom's neat "mode" idea, where a chat command activates the "gametype" instead of using limited amounts of maps, which should actually be implemented in all the ACCM variants, such as PvP and PvZ. But anyways...
/vipactivate
The game could request users to use a chat command if they want to play, /IWantToPlay, and if a certain number do, say 5+, then the game will activate, and ask the those that registered as wanting to play to use another chat command if they want to be vip, /MeAsVip, and randomly selects one after about a minute.
After a Vip is selected, the players can be transported to a random area within the map bounds, and a few seconds given so that they can select a loadout, while the Vip will be a Spec-Ops and unarmed. Utterly unarmed.
When the game actually starts, a waypoint is marked where the players must escort the Vip. Once they reach the area, they need to hold off zombies for a certain time limit, or until one of the players can go get a havoc from another waypoint.
As they players progress to the waypoint, the difficulty should rise, giving more and harder zombies, but be based upon the number of players. It wouldn't make sense to send 100 zombies against a group of 15 escorts, or 3000 against a group of 3 escorts.
Rules? Should an escort die, he is forced into obs and cannot spawn. If the VIP dies, then the game is lost...and all players and zombies are killed off, but players can now respawn, and redo the whole thing.
Those that don't want to participate should be limited in someway from attacking the zombies that spawn to attack the group, but not limited from weapons at all. I dunno about this.
...Yea.
Woo for copy and paste...
NOW, FOR Assault!
Basically, this is when a group of players must defend themselves from ever increasing waves of zombies. Phantom, yes, this is your Horde, but a little modified...
Kk. So. Teh players spawn, on a map, totally blank. No vpad, no inven, nothing.
They spawn with weps, and whathave you and what not. ONE, is randomly selected to be a Tech, to buidl their base. The rest, must defend against the zombie horde that suddenly spawns, in a random circle, around them, no matter where they move to.
Should a player die between waves, he is unable to respawn unless revived. Once he spawns, he spawns near the Tech. Should the tech be dead, he randomly spawns, with his loadout, to a random player. Once all players have spawned, the tech is again selected. However, this is ONLY if someone in a tech armor has died.
Once the players have their base, the tech may then switch out to a combat load. Or sooner, if it's desired.
If all the players die, it's gameover, and then w/e.
Oh yeah, the zombie lord and demon zombie shouldn't be able to hurt themselves with their projectiles.
Especially the Assault one. It would require people to actually WORK TOGETHER! OMG. :O
I can see some real potential for it, and RPG mode, could fit real nicely into it.
I had an idea for a PvP Gametype in ACCM, Special Operations. It's a lot like Siege, but the attacking team has a random objective (not entirely random, but it shouldn't be THAT obvious to the defenders).
A random base is spawned (generated, something like that, perhaps a Dam/Airfield/Bunker. Idk) the defenders spawn, and have 5 minutes to set up defences/plan. once the 5 minutes are up, the attackers spawn, and are given their objective (could be... blow a generator, capture the base, secure an item. All bases have these things in them, but only one, choosen at random, will secure victory). They also spawn with a vpad (For tactical dynamics).
When someone dies, they don't respawn. The Attackers win if they accomplish the objective; The defenders, if they kill all the attackers.
However...
Attackers should not have access to Obs, otherwise they'll scope out the defenses, and that won't be as fun. ;D
Defenders should have about 10-20 minutes instead. 300 seconds isn't much.
Attacker should have a time limit to accomplish the objective.
Must have something in place to keep the defenders from walling off the objective entirely.
Must have an option to force even teams.
Ohyai, people can get revived. That encourages teamwork.
a 1 use revive pack/nade? you'd have to put it in the defenders' base.
Alv, Come play Horde in my server...
Snow, If you are going to have nukem take mah idea, at least show some dignity, and name it Horde.
And besides, it's not QUITE horde. If we call it the same thing, someone's gonna bitch, or get confused. Posting more ideas soon...
Technically ACCM has had a "horde" gametype before you did. There's been a hidden gametype in ACCM for a while, unfortunately it has no official name.
Besides, you got your idea from Gears of War 2, ACCM had this gametype WAY before GoW2 came out. So when this gametype is released, I don't want to hear you bitch about how "OMG NUKEM STOLE MY IDEA!!!" When in reality, ACCM had this gametype before TWM did, and before GoW2 existed.
Indeed!
The defenders wont have access to building pads, when i say "Defences" i mean, turrets and little machine gun emplacements. If we gave them pads, they'd just wall up the entrances lol, If it's 10-20 mins deadly boredom will set in.
Yup.
If I use an idea from another mod or from one of you fools, I'll give you credit. Otherwise, don't bother complaining. That goes to you Phantom, since you seem so eager to have your name in my mod for some reason.
Holstering: Low priority, mostly something neat.
This is a nifteh idea that I stole from an unknown mod way back when. Basically, whatever weapon you're not using, is visible upon your playerShape somewhere. For an exampel, the sniper rifle would be slanted across your back, the shotgun could hang at your right hip, the m32 could be across your chest... This would be interesting for PvP, since enemies can see your weapons, and when you're rolling with your squad you can see what everyone is equiped with.
Grenades: Medium priority, I would really like to see a few of these in 1.4....
We should have a few different grenade types; Frag, Explosive, Incindidary, Stun, Whiteout, Smoke, Beacon, and Net.
Frag: Produces a very small explosion but throws quite a few high damage bullets around.
Explosive: Very large, deadly explosion, and none to very few fragments.
Incindidary: Low damage, high range, catches everything on fire.
Stun: Stun your person, with no damage to you, for a short while. You can still see and shoot, you just can't move.
Whiteout: obvious, kills your vision, no other effects.
Smoke: Get rid of this, or reduce it's lag.
Beacon: Reduce the lag of it, other then that, it's fine.
Net: Halts person for a very short time, unable to move or turn. Doesn't work on Powered Armors, meant for Spec-Ops to restrain the target. Only implement this if you're gonna let them take POWs
Mines:
Basically add in the same ones as the grenades. Mines should be able stick anywhere onto LSBs, and base walls/cielings.
Elevators: High Priority, I really want to see this.
Controlled by power systems, set the movement with /setmovement x y z
A 24/7 ACCM TS server would be epic. I might host one myself.
Flaregun: Low-Medium Priority
A type of pistol, sends a little fireball out. Can light people on FIA! Umm, helps light up immedite area.
Artificial Horizon: High Priority
Basically something that gives the altitude while you're in a plane/chopper, and lets you see your current leveling.
Urban Maps for zombies: This definetly needs to appear please...
You need to fix /spine, yo ucan have negative values in there.
Remove the badd system, or fix it completely.
Add /undo
Melee System:
Kk, so instead of that crappy old thing we call melee, let's have something else. And yes, we'll keep the crappy melee for 40m jumps.
Knives, Machetes, and Sabers.
These are the three melee weapons I'm suggesting that are added. When you pull it, you have to run INTO the zombie. What happens next is based upon health, direction, speed, and what not, all in percentages. Should you "win" the percentage battle, you do damage/kill the target, w/e Nukem deems best.
The knife is availible to all three armors. It has a lower kill percentage but a higher "recovery rate." This is so that you can't just slice down an entire army of zombies, you ahve to wait for your guy to "recover" from the battle.
The machete basically has a higher kill rate, is availble to the Commando and Powered Armor, and has a lower recovery time.
The Saber is only for the Powered ARmor, has a much higher kill rate, and an extremely low recovery rate. .
I lied, why not a fourth?
Saber and Shield for powered armor, only the shield takes up an actual weapon slot. Garuenteed kill, but takes forever to recovery.
Now, about recovering. You can switch to other weapons, but if you do, the recovery is intruppted.
Now, about the various factors...
Direction:
If you hit them head on, lower chance of winning. If from directly behind and little above, MUCH MUCH higher. And so on.
Speed: The faster, the better.
Health: The lower health you have, the lower the chance. Lower health it has, the higher the chance.
If you get attacked while recovering, you're attacked like you have a normal weapon.
Woo!
There's a map called Cityscape i think would be kick ass for ACCM if you wanna change it from CTF.
Secondly Snow you must be ACCM Number 1 Fan or something cause all your posts on this thread are full of detail and idea's (not saying anything's wrong with that)
Thirdly, i think the rank system is weird. I think it takes too long to rank up.
Lastly, an AI fireteam of sorts would be kick ass. They run entirely on commands unless attacked then they defend themselfs accordingly.