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Raaka-arska

Joined: 22 September 2003
Posts: 109
23 September 2003 11:51 (UK time)

James, I know I have mailed this list to you maybe a few times but still I'm going to post this up.

Suggestions to Meteor 1.2:

1.Waypoints to units
2.Magazines to guns. Like this way Pistol 15/200
also reload times ofcourse
3.Lights to lighten up the dark area in night maps
4.More speed to units. The maxspeed is way too slow
5.Ability to adjust the player speed
5.Triggers ie: Trigger hurt, Trigger sound, Trigger music... things like that
6.VIP units if this dude gets killed the mission is failed.
7.Give orders to friendly units like follow, stay...

I think these are not impossible to code.
Try to code at least few of these plz.

Thank you for reading this

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James Bunting
Joined: 17 September 2003
Posts: 1308
23 September 2003 23:13 (UK time)

All for suggestions and I like some of these.

I am especially keen on:

<ul>
<li>Unit speed (this really needs sorting)</li>
<li>Player speed - this can be adjusted to a point but it requires a custom player character.</li>
<li>Sound triggers are easy enough.</li>
<li>VIP units, yes good.</li>
<li>Orders, this could work Half-Life style, also ties in with the VIP stuff</li>
</ul>

James.

Edited: 23 September 2003 23:25


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Raaka-arska

Joined: 22 September 2003
Posts: 109
24 September 2003 14:55 (UK time)

Map music format is .mod files only.
Could this be .wav or .mp3 in Meteor 1.2?

Edited: 28 September 2003 19:20


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James Bunting
Joined: 17 September 2003
Posts: 1308
28 September 2003 13:25 (UK time)

MP3 music is planned for Meteor v1.2, I don't see much point of using the WAV format for music.

James.

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Fredd

Joined: 29 September 2003
Posts: 1
29 September 2003 15:57 (UK time)

Yes! Here are some of the things I'd like:
-Damage types, aka, "Explosive", "Projectile", "Poison", and classes, "Machines/mechs", "Open tanks/jeeps", "Flesh/soldiers". Right now, you can make a poisen dart, set it to 200 damage, and it will kill any soldier. But IRL, you can't take out a mech with a poisen dart. So you would set the dart to "Poison" and "Affects classes: Unarmored flesh; Does not affect: Robots, armored flesh"

Does anyone get the idea?

-Different "sight" types. Right now, any weapon can use the "sniper" sight. Simply right-click and greendude turns towards the crosshairs that appear. Sight types like Shotgun (damage spreads out in an angled cone), laser (a red line points exactly where your shooting) and none (For pistols and stuff).

Granted, you always know were you're shooting because greendude turns on compass directions; he doesn't navigate GTA style.

-Turning players and powerups into "objects". And have attributes and functions on the objects, so you could FOOM teleport in enemys, or have an enemy patrol a certain path.

-Sides. Currently there are 3 sides. Neutral, good and bad. A "rogue" race, that kills everything in sight. Or "independent rogue" that was neutral until attacked. Or give the capability to the modder to create whatever races he prefers, with whatever behaviours..

Thanks for reading this, James and whoever else. Just one more question for James:

-Do you plan on copyrighting/selling the engine? If not, why not make it open source? Is this ever going to run on linux, without emulation?

Fredd

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James Bunting
Joined: 17 September 2003
Posts: 1308
29 September 2003 18:55 (UK time)

<b>Armour</b>
There has been a lot of talk about the armour thing. This is certainly something that I would like to persue. It would basically be matter of assigning an armour value to a unit, the game would then do the maths when the unit is hit.

<b>Crosshairs and Lasers</b>
Interesting idea, if this does happen it would be a "pick from a list" sight type for each weapon.

<b>Object Based, er, Well Objects</b>
Turning everything into objects with common attributes will not happen in Meteor (its not really structured that way), it will however happen in ROD 2 and Meteor 2.

<b>Rogue Side</b>
This is a great idea, but will they shoot each other?

<b>Copyrights and Linux</b>
The Meteor engine is already copyrighted and I will not be releasing the code, its nothing personal. Its just that its years of work and it may make me a few quid one day, I'm sure that you understand. As for Linux, perhaps one day but emulation is a better bet (Linux and I don't really see eye to eye at the moment!).

James.

Edited: 29 September 2003 18:56


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Dave Man

Joined: 19 October 2003
Posts: 374
03 November 2003 20:07 (UK time)

Another thing that would be great for Meteor 1.2 is the ability to have a timed level or switch so that you can make self destruct levels were you have to exit the level before the time expires.

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James Bunting
Joined: 17 September 2003
Posts: 1308
06 November 2003 08:19 (UK time)

I like this. The idea has been stumbled on before but it never really got going. This could add an interesting angle to the game, missions could be like some of those in Red Alert (like the clear the way for the convoy and defend the base from the V2 truck missions).

The only other thing that this would need is a restart level button!

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Dave Man

Joined: 19 October 2003
Posts: 374
15 November 2003 16:30 (UK time)

Another thing that I would think would be great was if you could select certain paths for some units like gaurds and patrol units. This would be great in my mod were I want a bunch of units to partrol a hall way.

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