#51 2021-12-16 10:07:08

triple_agent
Member

Re: New 'Quake' artifacts

Returning to the case of resurrections, the case was about unfeasibility of the option in certain areas - such as traps or precipices - where becoming resurrected or self-resurrected, makes no sense. We speculated about teleportation, being built in the mechanics of resurrection, which in turn, was argumented against, due to causing possible technical complications in mapmaking, especially on a non-professional level. If one were to accept some degree of technical complications anyway, in order to have the resurrection function implemented in the game mechanics, the maps could involve something I temporarily call the "red zone". In the "red zone", one simply does not resurrect - the function, is disabled, regardless how many resurrections one has accumulated - and while in-game, it should always be clearly announced, when one does enter the "red zone". There are couple of nuances with it, though. First, if you cannot use the resurrections collected, then what sense does it make to have them? Second, is quicksaving or even autosaving, not better than resurrections anyway? Third, "red zones" can still be abused by the mappers, further practically devaluing the resurrections. Last but not least, "red zone" is still yet another element and thus may cause technical issues. In the end, I do not think the resurrections, do make sense in 'Quake', the way we know 'Quake'.

Last edited by triple_agent (2021-12-17 11:23:12)

#52 2021-12-17 14:48:30

triple_agent
Member

Re: New 'Quake' artifacts

Invisibility or stealth mode. There is already a thing called "Ring of Shadows" in 'Quake', that grants invisibility to the owner, while artifact power lasting - quite like the good old ring from the good old 'Lord of the Rings'. The "Copper" mod, perfected the mechanics around the "Ring of Shadows", making it more convenient and possibly sensible to relay on, but my point, approaches the subject from a different angle. What if to make the "Ring of Shadows", a battery-like utility, the use of which, should be bound to a key; much like with the thunderbolt weapon, where as long as the player presses a key, the device, is being used - alternatively, a toggle mode, could be implemented, for better ease. Reason for, being that sometimes it is the case of situational strategy, in which one would request to assume better position for further proceeding combat, especially in large areas, where sniper type enemies, are plenty. Such stealth-mode device, allowing the player to choose when, where and how much of it to use given moment, would add to the tactical aspect of 'Quake', awarding environmental awareness, instead of always rushing in guns-blazing or becoming victim to sometimes rather obvious "monster-closet" traps and scenario-fixed gameplay loops, determined by artifact duration. The economy of stealth-mode device - as it does not recharge otherwise than by collecting another item of the same kind - could also become an asset, adding to the value of 'Quake' gameplay, making it more diverse.

Last edited by triple_agent (2021-12-17 15:04:36)

#53 2021-12-18 09:06:43

triple_agent
Member

Re: New 'Quake' artifacts

If there was taxable difference between running mode and walking mode in 'Quake', then the stealth-mode device - mentioned here - should use up much more energy in the running mode, than in the walking mode; eventually making it simply costly to carry out fast-paced 'Quake' combat, while in-stealth. By default, turning on the stealth-mode, should also automatically toggle on the walking mode, although such solution, could be customizable in game options menu, whether one wishes to "always run" or "always walk" - technically speaking - in stealth, which would be alterable on demand by the "run" key, on actual basis.

Last edited by triple_agent (2021-12-18 20:58:07)

#54 2022-01-09 15:30:24

triple_agent
Member

Re: New 'Quake' artifacts

In reference to this post; every navigational beacon, could also have a perimeter, established by a mapmaker. Entering the perimeter, would make the "beeper" signal go constant or otherwise altered, meaning the destination, has been reached - with destination, not necessarily needing to be a point, but possibly an area.

Some beacons, may not have a perimeter, but then, only touching the beacon directly, will make the "beeper" signal altered. This way, trying to navigate towards a large hall, could be done two ways: either towards a focal point of the area, represented best by a permanent object - or towards "geographical" boundaries of the area, entering which, should be considered objective reached.

I think the beacons and the sound-nav system in 'Quake', could be useful for large maps - but only well described maps, in which places or transparent objects of representation, are properly correlated with names. I mean, the name of a beacon, has to be associated with the name of a place, otherwise nobody would be able to read and effectively use the function list, especially if it expands.

Last edited by triple_agent (2022-01-10 03:33:34)

#55 2022-11-05 17:57:43

triple_agent
Member

Re: New 'Quake' artifacts

Only real problem with major improvements to 'Quake' gameplay and the way things are put in the game, is that it would cost compatibility with major map editors, which is a suicide without organized effort involved, minding the way game survives nowadays.

Which is also probably why mods beyond mapping toolkits are risky as well.

Last edited by triple_agent (2022-11-05 18:01:25)

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