minor ideas
#1
Posted 22 October 2010 - 09:27 PM
REBEL IDEAS
the arrows above rebels heads: I really think that the arrows should slowly turn red as the player takes damage taht way medics can tell who needs health the most in a battle.
HANDS: I don't know if its planed or not but the rebel players should have rebel hands. The problem with this is that you have many skins you would have to make. medic white, medic black, black , and white. And that's not counting any models for the rebels that might come up in the future.
COMBINE IDEAS.
re set turrets: combine troops should be able to pick up and reset there turrets or at least move them. THE animation for carring and setting down is there (nova prospect one of the combine sets up a turret on camera.
metro cop second ability: SMG1 this would require the metro cop to be disabled for a time but when it is done they can switch between there pistol and an smg1.
#2
Posted 22 October 2010 - 09:35 PM
#3
Posted 22 October 2010 - 11:27 PM
MEDKIT
give it a secondary that uses 25 "ammo" and auto heals 25 health. for quick healing
COMBINE
make manhacks weaker. facing a horde of them is annoying when you have to do it every 3 seconds.
misc
remove suit zoom: we are rebels and we do not have HEV suits armed with a suit zoom.
FLASHLIGHT
please change the light source for it because when you look at other players seeing a glowing orb in there hand is weird. my suggestions for this is add headband with a light or a chest light to replace the hand light that seems to come from no where.
#4
Posted 23 October 2010 - 12:08 AM
#6
Posted 23 October 2010 - 12:32 AM
#7
Posted 23 October 2010 - 01:38 AM
warbrand2, on 22 October 2010 - 09:27 PM, said:
On the other hand, we could either add the HP count to the Scoreboard, or implement a system similar to what Synergy has (top-left):
warbrand2, on 22 October 2010 - 11:27 PM, said:
#8
Posted 23 October 2010 - 09:39 AM
edit: on the arrows the reason for that idea is well there needs to be a way for medics to tell who needs healing the most so they don't waist there medkit healing some minor damaged players to find one with only 2hp left and them having to wait for there medkit to recharge.
edit 2:
combine idea
RPG trooper
info: trap spawn only combine unit fires non guided rpgs at the players. main use guarding heavy defensive areas.
#9
Posted 23 October 2010 - 10:25 AM
warbrand2, on 23 October 2010 - 09:39 AM, said:
edit: on the arrows the reason for that idea is well there needs to be a way for medics to tell who needs healing the most so they don't waist there medkit healing some minor damaged players to find one with only 2hp left and them having to wait for there medkit to recharge.
edit 2:
combine idea
RPG trooper
info: trap spawn only combine unit fires non guided rpgs at the players. main use guarding heavy defensive areas.
On the manhacks, there should be a longer time limit to spawn them then. Like 1 minute instead of 30 seconds so they cant spam them as fast.
And the Combine Idea would probably not be easily done considering its not in HL2. But I like the idea anyways.
EDIT: COMBINE
Resetting turrets would be 10/10 awesomeness
So is second ability
REBEL
Hand skins would be so epic
Arrows are cool too
I like these ideas
#10
Posted 23 October 2010 - 10:31 AM
#12
Posted 23 October 2010 - 10:35 AM
another suggestion
make it to where you can chose whether your character is male or female not chose player models but chose which set your player model comes from.
#13
Posted 23 October 2010 - 01:34 PM
Blue=on the floor Green=in use, player has good health, yellow=player has half health 0range=player has low health Red= enemy.
#14
Posted 23 October 2010 - 08:32 PM
i found a list of combine tech.maybe some of it can be place in citadel, purely for looks.
edit:
maybe have breen cast screens showing the breen cast looping through out the citadel area.
#15
Posted 23 October 2010 - 09:31 PM
Jgoodroad, on 23 October 2010 - 01:34 PM, said:
Blue=on the floor Green=in use, player has good health, yellow=player has half health 0range=player has low health Red= enemy.
Transparency!
The less health a player has, the more transparent his/her green triangle should be. Ofcourse this would make finding players near-death harder as their triangle wouldn't be as prominent, but we can't make the medic's job too easy now can we?
#16
Posted 23 October 2010 - 09:34 PM
#17
Posted 25 October 2010 - 08:00 PM
MISC
inter com
info: inter com are place around the maps and will loop random radio chatter from the over watch or rebels. more as a cosmetic but it would make the game feel like you are not by your selves and that the battle is going on else where (best used in underground maps.)
#18
Posted 02 November 2010 - 08:04 AM
warbrand2, on 23 October 2010 - 09:34 PM, said:
this is a really good idea...i have already played many rounds a medic and everytime you have too look at each rebel and wait for his name and healt-status is displayed to find out his health status, thats not the bettest solution.
Mfg Wutoholik
#19
Posted 02 November 2010 - 03:41 PM
warbrand2, on 23 October 2010 - 09:34 PM, said:
#20
Posted 02 November 2010 - 04:22 PM
make it the inverse of the tf2 health indicator the fuller the cross is the closer to death the person is a full cross would be incapacitated.
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