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This repository has been archived by the owner on Jan 5, 2024. It is now read-only.

Community Suggestions

Envy edited this page Oct 5, 2019 · 8 revisions
  • Better walking, physics, etc.

  • Better LZs/map design. Maybe solved partly by more non-wrapping maps?

  • Better designed bunkers with better vertical protection. Partly solved by stronger materials and tougher doors. Useful point for auto-generated bunkers if that happens. Possibly make it so special 1-use bunker breaching tools are required and/or so bunkers can be easily repaired after a breach.

  • Module removal in activity edit mode, at least for modules placed during this opening of edit mode.

  • Need to lessen the power of bullet hoses. Maybe make smgs have less range and ars fire slower? Maybe make smg caliber ammo less penetrative so it has to hit flesh to do damage? Maybe make it so low caliber weapons will do weaker wounds than heavier caliber weapons (different levels of wounds) - this should be handled by entrance/exit wounds probably. Maybe make it so you can only stack a limited number of actors in an area? Maybe this is improved by other stuff that encourages smaller and/or more specialized squads?

  • Fix cloud parallax issues

  • Improve controller control scheme, triangle should be reload and clicking thumbsticks should swap weapons

  • Add electricity and stuff. I've been planning this one for ages and have a separate proposal on a lot of this to put together sometime.

  • Better crouching/cover. Improve scene modules for shooting out of, maybe make heavy guns stabilize when crouched/in a good firing position. If limited ammo happens, allow these firing positions to provide unlimited ammo.

  • Make terrain have shrapnel/small gibs from its damage. Gravity could also be relevant. This may be difficult or impossible but it sure would be cool.

  • Allow materials to slow down projectiles while still being easily penetrated - e.g. water/sand.

  • Add AI boxes, a separate unit that menages the AI of your troops. It has a limited range, and a cap on how many units it can operate at once. If not present or destroyed, units go offline besides the one you are controlling at the momement directly.