Author Topic: New Secondary weapon  (Read 1000 times)

0 Members and 1 Guest are viewing this topic.

Offline Rreaper

  • Major(1)
  • Posts: 23
  • In-game ID: Reaper
New Secondary weapon
« on: May 03, 2009, 08:52:27 pm »
Hey i was thinking that we need a new secondary weapon, so ive made a list of what i think is good to have in the game

1. Portable medkit

2.Mortar (reload time like a LAW)

3.movable sandbags

4.Brass Knuckles (instant kill like knife and chainsaw)

If not these, then post other ideas
only a noob would do this [socom] [retard]

http://m00.enesce.com/ go to it and support m00`or M79 rounds fall on your house >:D

Offline STM1993

  • Rainbow Warrior
  • *****
  • Posts: 2072
  • It's been a long time.
Re: New Secondary weapon
« Reply #1 on: May 04, 2009, 04:24:35 am »
The Official Suggestions Sticky

The Don't-Suggest List
NEW WEAPONS This would invite even more weapon-balance issues, disrupt Soldat's file layout, mess up functionality of old mods, etc. Besides, you can already edit weapons.ini ;)

New map features: weapon spawns, animated graphics in maps, power-ups, improvements in bot-behavior/waypoints, etc. (Marcinkowski himself declared that just about any suggestions regarding new map features will be ignored unless he specifically announces that the map format shall be changed, which he most likely shall not anymore due to the time-absorbing Link-Dead project)

Destructible terrain, liquids, VEHICLES, mobile polygons (these would require a gigantic map format change as already covered above, they would be huge changes to gameplay which would disgust many players, even more glitches would result from them, etc.)

An account system, a Counter-Strike style money system, soldier classes, alternate weapon functions, death from existing wounds, a level-like experience system (None of these will ever be implemented because any would forever ruin the arcadey, nostalgic simplicity of Soldat which makes it so popular, aside from the massive coding time)

Climbing as an official gamemode (just too much of a hassle, really, and doesn't count as a true Soldat gamemode for violence-loving masses ;))

Genders, explosive weapons (Uh... hello? :P Kinda obvious why, eh?)
Imagine the /secret abuse. >_>

Any kind of advanced anti-hack system, like VAC or PB (Michal doesn't have the money nor the time to implement any of these systems) Helloooo BattlEye!

Soldat will never be programmed for portable consoles/machines, or probably even regular gaming consoles (Michal doesn't have the money nor the time to do so, and even then gameplay probably would flop on such systems. Although if you want to use Soldat on Linux, feel free to help with the Soldat Wine project.)

Dynamic weapon limitation (that is, # of a particular weapon limited on a server based on how many are using the weapon, etc.); this is in the latest server version, and is possible through scripting.

Limited Ammo, since it's allready been suggested Here, Here and Here.
The very first one clearly states no new weapons will be implemented.

If you so wish for them, either play another game or you modify the current weapons to your liking.

Secondly...
1) Portable Medkit = You can use scripts for this
2) Mortar = M72 LAW (what's the difference? The LAW IS the mortar/artillery/rocket launcher of Soldat)
3) Movable Sandbags = It's useless and Soldat's too fast-paced for that.
4) Use a knife and just stab. That's basically punching with 1-hit kill. Or you just mod your punch to do more damage.

Offline Gnoblar

  • Flagrunner
  • ****
  • Posts: 868
  • Wherever Justice needs to be served.
Re: New Secondary weapon
« Reply #2 on: May 04, 2009, 08:39:24 am »
STM pretty much summed it up. All those can be put into the game already. Just script/mod it in.

Offline echo_trail

  • Global Moderator
  • Rainbow Warrior
  • *****
  • Posts: 2222
  • ménage-à-trois
    • my last.fm
Re: New Secondary weapon
« Reply #3 on: May 04, 2009, 09:00:35 am »
Well done, Lads. Well done indeed, my private little army. Lawked!
I fucking miss all you cunts!