Generic Perks DM Mod
Posted: Wed Dec 31, 2008 6:41 am
Wazat requested I post this, so here it is. A shameless ripping of CoD4's perk system, into a theoretical Quake mod with some other alterations in game behavior. Don't laugh too hard, I wrote this late last night before bed.
This assumes no one is bunnying or doing any other weird physics stuff. It also assumes you're a flexible enough player to play a mod, so you probably won't mind abdicating bunnying if you're reading this =)
Armor has changed, now they all have a base value of 100, and a base protection of 10% to all attacks. Touching an armor will switch out your current armor for what is in the level. Armor respawn times are now 10 seconds to prevent a player from just removing all armor pickups from the map.
* Green - 66% reduced damage from shells, nails, and ax.
* Yellow - 66% reduced damage from lightning.
* Red - 66% reduced damage from rockets and grenades.
Ax behavior has changed, it now takes into account attacker speed and victim speed, giving a damage bonus for the acceleration forces against the ax. The new behavior is generically damg = 40 + ((self.speed - other.speed) / so a normal running player striking a completely still player would do 80 damage. At present this has no way to take into account what happens if other is running TOWARDS the ax, but that bit of unrealism may lend a balance of "greeting the ax."
Weapon respawns are modified. All but GL, RL and Shaft are Always Pickups, which on touch set the owner ammo to the minimum, or current +1 if greater than minimum. GL, RL, and Shaft have a 5 second respawn time so they are less common, but very difficult to dominate.
Powerups are delayed in spawning at the start of a match.
* Ring of Shadows - 35 second delay
* Quad Damage - 50 second delay
* Pentagram - 70 second delay
On connect, players are spectators, and are given a csqc menu (or a lazy centerprint menu) to select three perks from. The csqc menu would have three dropdowns on the left side, across from each would be a description of the currently selected perk. At the bottom would be a Ready button. A centerprint menu would be three pages of the perks, 1 through 5 selecting the associated perk, 7 being previous page, 8 being next page, and 0 being Ready.
Subsequent adjustments of your perks costs 5 frags to do, so use it wisely. Hitting the impulse will queue up the menu for the next time you die.
At start you have the first 2 perks of each category unlocked. The third for each category is unlocked on your 15th kill, the fourth on the 25th kill. The 5th can be unlocked by getting 5 "special kills", namely ax kills, midair kills, and telefrags; these are only counted after the 4th has been unlocked.
Items
1. Overstock - Triple ammo limit for all guns, double pickup value.
2. Blacksmith - Two armor types can be stacked.
3. Runic - 50% time bonus on quad, ring, and pent.
4. Elder Charms - Dying while possessing quad or ring will not remove it from your possession. Only time elapse will. No item drop from your corpse.
5. Ringholder - Ring of Shadows time only counts down while attacking. Time rounds up, so 0.5 seconds of attacking or more is 1 second on the ring timer.
Environment
1. Toxic - You take no damage from slime or lava.
2. Amphibian - You can breathe underwater, make no surfacing or splashing noises, and have a 20% speed increase when submerged.
3. Equestrian - Acceleration over linear distance of 5% gain per 120qu. Turning decreases speed by 50% per 60qu deviation. Fast acceleration, great speed over distance, but loses speed on turns. Maxspeed of 200qups.
4. Grounding - You only take damage from the lightning gun while at least 64 qu in the air.
5. Cannibal - Gibs are valid health pickups. Maxhealth of 200.
Combat
1. Equalizer - You receive normal damage from quad damage attacks.
2. Adrenaline - More than 10% of current health in damage taken, will roll for a 66% chance of an adrenaline boost, giving a 10% boost in player speed, and a 10 second long 5 health per second regeneration rate.
3. Determination - Automatic 10% resistance to all damage. Never enter into a pain frame, never emit a pain sound, you can push past players moving at equal or lesser speed.
4. Infection - All attacks do normal damage, plus 25% of damage dealt over the next 3 seconds. For example a 120 damage rocket would do 120 damage, then 10 a second adding up to 30 for 150 total damage.
5. Untouchable - Ignore all splash damage.
This assumes no one is bunnying or doing any other weird physics stuff. It also assumes you're a flexible enough player to play a mod, so you probably won't mind abdicating bunnying if you're reading this =)
Armor has changed, now they all have a base value of 100, and a base protection of 10% to all attacks. Touching an armor will switch out your current armor for what is in the level. Armor respawn times are now 10 seconds to prevent a player from just removing all armor pickups from the map.
* Green - 66% reduced damage from shells, nails, and ax.
* Yellow - 66% reduced damage from lightning.
* Red - 66% reduced damage from rockets and grenades.
Ax behavior has changed, it now takes into account attacker speed and victim speed, giving a damage bonus for the acceleration forces against the ax. The new behavior is generically damg = 40 + ((self.speed - other.speed) / so a normal running player striking a completely still player would do 80 damage. At present this has no way to take into account what happens if other is running TOWARDS the ax, but that bit of unrealism may lend a balance of "greeting the ax."
Weapon respawns are modified. All but GL, RL and Shaft are Always Pickups, which on touch set the owner ammo to the minimum, or current +1 if greater than minimum. GL, RL, and Shaft have a 5 second respawn time so they are less common, but very difficult to dominate.
Powerups are delayed in spawning at the start of a match.
* Ring of Shadows - 35 second delay
* Quad Damage - 50 second delay
* Pentagram - 70 second delay
On connect, players are spectators, and are given a csqc menu (or a lazy centerprint menu) to select three perks from. The csqc menu would have three dropdowns on the left side, across from each would be a description of the currently selected perk. At the bottom would be a Ready button. A centerprint menu would be three pages of the perks, 1 through 5 selecting the associated perk, 7 being previous page, 8 being next page, and 0 being Ready.
Subsequent adjustments of your perks costs 5 frags to do, so use it wisely. Hitting the impulse will queue up the menu for the next time you die.
At start you have the first 2 perks of each category unlocked. The third for each category is unlocked on your 15th kill, the fourth on the 25th kill. The 5th can be unlocked by getting 5 "special kills", namely ax kills, midair kills, and telefrags; these are only counted after the 4th has been unlocked.
Items
1. Overstock - Triple ammo limit for all guns, double pickup value.
2. Blacksmith - Two armor types can be stacked.
3. Runic - 50% time bonus on quad, ring, and pent.
4. Elder Charms - Dying while possessing quad or ring will not remove it from your possession. Only time elapse will. No item drop from your corpse.
5. Ringholder - Ring of Shadows time only counts down while attacking. Time rounds up, so 0.5 seconds of attacking or more is 1 second on the ring timer.
Environment
1. Toxic - You take no damage from slime or lava.
2. Amphibian - You can breathe underwater, make no surfacing or splashing noises, and have a 20% speed increase when submerged.
3. Equestrian - Acceleration over linear distance of 5% gain per 120qu. Turning decreases speed by 50% per 60qu deviation. Fast acceleration, great speed over distance, but loses speed on turns. Maxspeed of 200qups.
4. Grounding - You only take damage from the lightning gun while at least 64 qu in the air.
5. Cannibal - Gibs are valid health pickups. Maxhealth of 200.
Combat
1. Equalizer - You receive normal damage from quad damage attacks.
2. Adrenaline - More than 10% of current health in damage taken, will roll for a 66% chance of an adrenaline boost, giving a 10% boost in player speed, and a 10 second long 5 health per second regeneration rate.
3. Determination - Automatic 10% resistance to all damage. Never enter into a pain frame, never emit a pain sound, you can push past players moving at equal or lesser speed.
4. Infection - All attacks do normal damage, plus 25% of damage dealt over the next 3 seconds. For example a 120 damage rocket would do 120 damage, then 10 a second adding up to 30 for 150 total damage.
5. Untouchable - Ignore all splash damage.