i saw the discussions about features that would improve the aspects of gameplay people, who don't want to spend time with graphics, would very appreciate.
features that take focus on possibilies to make tournaments more comfortable:
first of all i like to take regard for people like fromhell who want to play the game with gfx power, which is definately a disadvantage to people who play with low gfx settings to improve their field of view.
so there are at least 2 groups: the ones who like to use the game's gfxs features and the one's who dont want to linger over gfxs, they've seen and admired a thousand times they played the map ...e.g. a cool light, a waterfall: wow, nice! looks wonderful.
if you are no more interested in the power of the gfxs features of this game there is only one main aspect left, which keeps the people playing this game: the gameplay itself! the physics, the weapon balancing, all the different possibilites you can combine in 20 mins of a game and get every time another game/event which makes fun! teamplay etc.
this game includes so much more than gfxs only. it seems people are too much blinded by their gfx to forget about what makes fun and not what looks ONLY good.
but yes fromhell: it's unfair when you play with high quality gfx against a player with high quality effectiveness!
to find a consent for those two groups of gamers i thought about the challenge mode which could make gaming fairer:
all features that make the game look ugly, because it is still available from q3a times (like fast sky, simple items, ...) or r_dipstick "16" r_texturemode "gl_nearest", etc.
get deactivated for default OA.
that would be /challengemode "0" (server side !!!!!!!) default setting when you start OA, like autodownload "0" etc.
but what about to let the people decide wether to play with these fair, limited to high quality gfx settings or WITH the possibility to have free access to those features PLUS some more ones which are missing but would definately fit to people who want to make a fair timelimited tournament to compete, with all its problems
: like player got disconnected :/ - timeout?
ok here some features that are only activated to /challengemode "1":
1.)
/timeout teamleader can timeout a game with this command: every active player gets freezed in his action until the teamleader uses:
2.)
/timein a countdown of about 5 secs appears. the game can continue after the countdown hits the limit.
timeout is the most important feature in tournament games. people get disconnected, pc crashes etc. so the game doesnt get hurt!
3.) there where many discussions about
brightskins and
enemymodels/teammodel (also
force playermodel)
just activated those 3 settings for challenge mode "1". for a value of "0" they are not active so people cannot "cheat" on a "0"-server: everything is kept fair!
but it would be a great favor for tournaments, for 8 people who want to play this game not to watch textures, lights and shaders they have seen a 1000 times. at a certain point the behavior and the gameplay of human players is much more interesting than this. so people dont want to linger over settings that slow this gameplay.
4.)
/cg_thirdperson "1" should be
cheat protected when challengemode is "1". people can switch between these two views (thirdperson/firstperson) to see around corners (especially in 1on1 or elimination this can be unfair)
5.) it seems to me that
sounds from incoming railgun slugs or lightnings (lightning gun) etc. don't make a real sound when they hit you. you cannot locate your enemy when you got hit.
i dont know how this feature sticks to the core/engine of this game. and if it is easy to give this hitevent a sound in challengemode "1" and no sound when it's "0".
6.)
stats: a way to show the individual stats of the server's players. you could see stats by /stats in your console. would be an interesting feature, people can look at during game or when game is finished. stats like:
- accuracy of all weapons by all players on the server. with highlights on best players
- damage/frags/deaths
- selfkills
- funny stats like: maniac: most "pummels", or best voidjumper "was in the wrong place" ... there is an endless list of various stats
7.) more in-game
awards by tournament moderator like "impressive", thinking of UT classic ones for example:
- first blood
- killing spree (after 5 frags), - domination, - rampage, etc.
- MULTIKILL ULTRA KILL after one excellent ...keep excellents as they are at the moment. but perhaps: 4 excellents are a MONSTERKILL , too (without an extra symbol like excellent but you hear the voice of the moderator and a text appears perhaps)
8.)
Scoreboard (could also be set as general scoreboard):
- scoreboard could be scaled down a bit so that long nicknames can find room to present themselves. and for elimination reasons:
- elimination: people who are "dead" are marked as dead after the nickname: so people only can see if people are dead when their nickname has a low lettercount.
- suggestion: mark dead players by setting them to bottom of team table on scoreboard, with somekind of greyer background perhaps.
- include DAMAGE count (1 Damage=100 hitpoints=1railshot/direct hit rocket e.g.) and death count (how many times you died: got killed+selfkills): would especially make sense @ elimination gametype where frags only don't explain much about the effectivity of each player.
9.) challengemode "1" -
elimination teamspeclock: especially for elimination gametype it would make sense to lock dead players who enter specatormode when they died. dead people now can spectate enemy members and tell teammates via teamchat or voicetools (mumble/teamspeak, etc.) the position and health status of the enemy: unfair! only general real specators can watch all people, so a referee in a tournament game can observe people for aimbots e.g.). active players should only be able to spectate their own team mates. when challengemode is "0" speclock can be disabled. so on public servers for example people can nethertheless watch other peoples, even if they are in enemy team (watching certain players by interest, friends, etc, using aimbot?)
10.) elimination gametype: when challengemode "0": a message, which includes remaining hitpoints and armor of the enemy, who killed you should appear in console after you got killed: so for example: [uM]Cyberdemon almost dodged [uM]SirBSOD's rocket. [uM]SirBSOD had 40 health and 53 armor left.
in cases like: [uM]SirBSOD had 1 health and 0 armor left, it is a funny feeling, because you were so close to your own victory ...
of course, for challengemode "1" this feature has do be disabled.
11.)
vertex lightning enabled on challengemode "1".
for challengemode "0" it's cheat protected. for "1" it's not.
OA is not from 1999 but in 2009 this feature still makes its purpose for many players. OA is "still" a first person shooter? it's not coridor 7 from 1994!.......
why making a game for only one group of players. why not making it for both groups. for the one's who focus their fun on gfx and those who dont care about gfxs but so many other aspects of this game just like its quite balanced gameplay (which is not perfect but very nice).
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12.) a cvar to disable weapons on maps; to force them not to spawn! in some 3wave q3a maps TA weapons spawn at same location of other items ... would be helpful with other (q3a) maps, too. or for some oa_ctf4ish rail suckers!!
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every feature mentioned above for example can be taken out of challenge mode by setting them cheatprotected when challengemode "0" is set. they are only enabled and NOT cheat protected when server is set to /challengemode "1". people also can vote this mode as they like to. so there can be servers with "1" or "0" for every kind of player. people who just have begun playing this game and people who have played this game for years.
moreover these settings are defined as cheats in threads like OA 0.8.0 ROADMAP or vertex lightning discussions, brightskins, etc.