4/30/2011

Map of the requests (2nd slot) for Engineer.

You see the images of the requests (Need a sentry here! Need a teleport here!) on this Map.
You can disable somebody's spamming requests (there is an option on this Map).
It could be special 2D Map or special Glasses to see 3D-images (like that ones which you see, while being Trained by Coach).

4/28/2011

Gum (2nd slot) for Scout.

You need to charge it |___|
Then, while you have full bar |===|, the second bar is shown and starts decharging.
The less 2nd , the less "hit" of the Gum.

What about stats? I don't know, just a mechanics for this item.

/to be continued.../

4/27/2011

Existing Slots. New and old ideas.

This post is about existing slots and idea about placing (old/new) items into them.

I.Action Slot
1)old (existing) items:
a) hats -- throw up, if you win (random exchange with others, who threw the hat too?);
b) weapon -- if somebody wins you, he takes yours, though he must placed his weapon too;
c) scrap metal(lvl 1) -- drop the ammo-box (only engy?);
d) alien parasite* -- throw it onto the enemy (the same effect as in Alien Swarm); if the enemy dies, then the parasite returns, else - it dies;

2)new...

II.Misc-Slot
1)old (existing) items:
a) hats -- mini-version of the hat is input into the special frame [{icon of the hAt}]
b) weapon - mini-version of the weapon [{icon of the weapon}] warns your enemy that you have a skill with this weapon;
2)new...

/to be continued.../

4/26/2011

Hats for gaining the Sets?!..No - Sets for gaining the Hats!

Polycount Hats for Spy/Soldier/Scout/Pyro give you the Set and additional stats. I call it "Hats for (gaining) the Sets" (and I'll call them here like a "Hets").
Now imagine that if you complete any Set, you gain the Hat. New hat. Not giftable, not tradeable, not craftable. It's even not in your backpack. Because it's shown when you complete the Set. I call it "Sets for (gaining) the Hats" (I'll call such a Hats this way - "Sats").
Example: you choose the loadout for your Engineer: Frontier Justice, Wrangler and Gunslinger. Then you choose the option in the settings "Show the Hat when the items are in the Set"(<<Show the "Sat">>) and mark the classes. Ok, Engineer. Now, when your loadout is similar to the one above, you have a "Sat" on your Head. For example, it can be called "Engineer's Update "Sat". I don't want to imagine the example how it could look like. The one obvious thing: it's not like any existing Hat or Het, which can drop into your backpack. The purpose of this "Sat" is to show another players what weapons you are using at the moment.

That's all. Simple and good idea, I think.
P.S. Possibly, I will add examples in future. Just for fun!
P.P.S.Quick note: it could be placed into the Action Slot...

4/23/2011

Project 'Itemcrossing'

If you know about the existing Bookcrossing, it's clearer to see analogy.
The idea is: leave[drop?] your item anywhere on the map, so it starts it's journey through multiple backpacks.
It could have special quality (also read my post with ideas of new kinds of  Quality) "Itemcrossing". It can't be deleted, crafted, traded. It just can be in your backpack - or you can crop it too. How does it work? Well, you put your weapon - which you want to start it's journey - into Crafting window, choose "Change quality to : <<Itemcrossing>>", then you need to place it into Action Slot. Then you can drop your weapon(or any other item) on the map at any moment you want. If nobody has taken the item, it return into your backpack. After next player has taken this item, the level of the item grows up (the level is 1, at the beginning), showing how much backpacks it was inside. Also, it could have the name of the starter (the person which made this item "Itemcrossing"). So, you can use this item for your own necessities. Or you can continue Itemcrossing. NB: if you have this kind of item in your backpack, you have a week before it dissapears in your backpack and returns to the starter's backpack. Just play enough and use this item!
-------------------------------------------------------------
Plus I had similar idea: Puzzle Fragments, that are traveling between backpacks. And you need to collect enough parts to solve Puzzle inside your backpack. But there will be special post for this idea, with details (the general part, though, is already here, in these sentences above, under the line).

4/22/2011

Double Agent.

/Very old idea from my drafts./
As you can see from the title, Spy will be double agent...for both teams.
It means that this unlock (Then I thought that there would be unlock for the Disguise Kit; now it's only the idea) gives Spy ability to switch teams in combat.
Here are versions how it could work:
1a)fake killing teammate
1aa)DR for the mate (he becomes invisible for a few seconds)
1ab)mate-corpse is on the ground (until time is over OR he presses M1)
1b)real killing teammate (+1\-1\0 points to your score)
2a)there is no FF(friendly fire) for the Spy
2b)there is FF for the Spy (full/ partial)
3a)changing team-color (ТAB doesn't show) like you switched teams
3b)changing team (ТAB shows)
4a)fake killing "teammate" (=enemy)
4b)real killing "teammate" (+1/-1/0 points to your score)
5a)there is no FF for the Spy while in enemy's team
5b)there is FF for the Spy while in enemy's team (full/partial/increased)
 The best version I think is: 1aa(only if you use DR)-2b(full/partial)-3a-4b-5b(increased).

Spy-checking doesn't work properly on these Spies - though they take damage - because Spy can be shown as a Spy of your own team with any mask on his face, even he can use weapons(fake killing his "enemies") plus drop his disguise like he's your teammate-Spy. He can't destroy buildings while he's "in your team" (anyway, he can't destroy buildings of his team, but he can use fake sapper). To switch teams, he must kill teammate (real or fake, depending on color). It's so easy to be killed by your teammates' weapons. Double Agent is always risky job. But this new playstyle for Spy is worth it, I think (that's why I like this idea so much).
(And remember: your imagination is better than details I've written here. You're welcome into comments!)

4/21/2011

Too late, but...

Fishing in TF2.
Take your fishing-rod and go to special maps with water!
Why do you need trading? crafting? combat? - if you can Fish.
Have you catched fish? Wear it onto your head and show it proudly!
Have you catched boot/newspaper/other scrap? Wear it too as a hat/misc.!
It doesn't matter that this item dissapears from your costume after your next death!
Want to have better rod or - even - spinning? Buy it in MANN Co Store only for $5.999...excuse me...for $59.99! Want different baits? Buy it too!
Yes, it's mini-game with 5 uses in pack, but since you can buy special PvP-hats for the minigame "Duel", we'd begun to sell special stuff for this mini-game too!
Special offer: Fishing Nets = $199.99! Use it to catch more fish, even unusual one! But, you need friends to use this Heavy Fishing Weapon!








/April 21st Joke./

4/20/2011

Calling for <...>

Usually, you see the Cloud with Red +, if you're playing Medic and somebody's calling you.

Now, about other possible Callings:
1) <<FIRE!>> (Cloud with the icon of the Bonfire inside of it)
There are some classes that can extinguish their teammates. If you're screaming <<FIRE!>>, they could see it and help you. Also, making the position of Pyro noticeable.
2) <<HELP!>> (Cloud with the icon <<!>> inside of it)
So, anybody who turn this option ON (in options) will see your callings for help.

/to be continued.../

4/19/2011

T.E.A.M.F.O.R.T.R.E.S.S.2.

We all know the game "S.T.A.L.K.E.R."
This game has different kind of patch-system.
You can see the number of your current game's version. And you can play on the servers with the number equal to yours. Example: your ver.1.5.0.05, servers are - 1.4.0.61, 1.4.5.23, 1.5.0.05, 1.7.2.34, etc.
Different version of the client (and server) means that you're agree to play with/without known(fixed by patch) bugs. So, there is an option to play the lower version game.
Now imagine this... ok, now pause: I was speaking about linear style of the updates STALKER uses. Now imagine, that you can mix patches, and you have "N-dimensional" update-system. You can choose bugs to be fixed in your version and your server.
Now imagine this in TF2. You choose bugs fixed (by ALL known updates) and any bugs not-fixed (if there is compatibility between those bugs/glitches). Then you start search for the servers with the EXACT version of the choice you did. Or you can search for all servers and then choose the one you want to play on (also, your search could ignore servers with the different - than the most patched version is - version of the game). As you understand, there would be no (death)matches between players with different version of the game.

I hope it'll be done one day...

4/18/2011

Interactivity on TF2-maps.

The water which color is changed to red by blood.
The fire extinguisher that can extinguish your body on fire (so water coolers do).
Broken lamps' fragment make your enemy running slower.


/to be continued.../

4/17/2011

Duel Medallions and Seasons

Idea: make the Duel Medals for each season (Spring'11, Summer'11, Fall'11,Winter'11-12, Spring'12, etc.)
So, players could have Silver Duel Medal Spring'11, Platinum Duel Medal Summer'11, nothing for Fall'11, Bronze Duel Medal Winter'11-12. This way players could give more attention to mini-game "Duel".

4/16/2011

More teamwork.

There are a lot of ideas on forums about how any class could help his teammates. (I will write any of them later with links to the posts.)
I will use system "Class #X helps class #Y" as "X-Y" for my ideas.

Examples:
4-3: Bottle that broken at the 1st time makes afterburn longer.
6-8: Metal Arrow, that could go through multiple enemies.

/to be continued.../

4/15/2011

Utilities in TF2

Utilities in TF2...Tools, not Paint/Tag/Duel/etc. Just "weapons", in common meaning.
Example is the Wrangler: you can't kill anybody directly with it, because you need Sentry.
Gunboats/Razorbck/DD-shield is another example, but you can't use it like a tool, holding it in your hands.
(Dispencer and Teleport enter/exit are tools too.)

Remember the game "Worms" and those utilities? It helps to understand what I do mean.
{Parachute/rope/etc.} It helps with movement, locomotion, etc.

/to be continued.../

4/14/2011

Project 'TeamFireStress'

This post is about teamwork and Pyro - how his help can help each other.

For example, shields (Demoman's and Sniper's). Imagine that you can ignite your teammates' shields.
Protective shields (as Sniper's ones, on his back) could burn Spies that touched these shields on Fire.
Offensive shields (as Demoman's one, in his left hand) could burn enemy (as Burning arrow) if Demoman touches the enemy by Chargin' Targe.
Or eatable items: Sandvich, Dalokohs, Buffalo Steak Sandvich, Bonk!, Crit-a-Cola (can be eaten/drunk faster); Mad Milk and Jarate (not food) can be recharged faster.
Also, the Sandman's Ball could be ignited too to have additional Afterburn damage. (Or Fire Ball could take sentry's attention for a short time.)

/to be continued.../

4/13/2011

Project 'Hat Bonus Activator' (for the Action Slot)

This tool (similar to the noisemaker/duels, i.e. with number of uses) give your hat bonus that doesn't affect gameplay very much. It works during N (for example, 1-5) minutes.
Here I want to try imagine possible small bonuses for each existed (at this moment) hats.

Part1.Classes and their hats.
1)Scout.
a) Batter's Helmet
b) Bonk Helm
c) Ye Olde Baker Boy
d) Baseball Bill's Sports Shine
e) Troublemaker's Tossle Cap
f) Whoopee Cap
g) Milkman
h) Bombing Run
i) Flipped Trilby
j) Superfan
k)

2)Soldier
a) Soldier's Stash
b) Stainless Pot
c) Tyrant's Helm
d) Killer's Kabuto
e) Sergeant's Drill Hat
f) Lumbricus Lid
g) Grenadier's Softcap
h) Chieftain's Challenge
i) Dr's Dapper Topper
j) Stout Shako
k) Exquisite Rack
l) Defiant Spartan
m) Hero's Hachimaki
n) Honcho's Headgear
o)

3)Pyro.
a) Pyro's Beanie
b) Brigade Helm
c) Respectless Rubber Glove
d) Triboniophorus Tyrannus
e) Vintage Merryweather
f) Attendant
g) Handyman's Handle
h) Napper's Respite
i) Old Guadalajara
j) Foster's Facade
k) Madame Dixie
l) Pyromancer's Mask
m) Prancer's Pride
n)

4)Demoman.
a) Demoman's Fro
b) Glengarry Bonnet
c) Scotsman's Stove Pipe
d) Hustler's Hallmark
e) Tippler's Tricorne
f) Carouser's Capotain
g) Rimmed Raincatcher
h) Sober Stuntman
i) Scotch Bonnet
j) Prince Tavish's Crown
k) Samur-Eye
l) Reggaelator‎
m)

5)Heavy.
a) Football Helmet
b) Officer's Ushanka
c) Tough Guy's Toque
d) Hound Dog
e) Heavy Duty Rag
f) Hard Counter
g) Pugilist's Protector
h) Cadaver's Cranium
i) Dealer's Visor
j) Coupe D'isaster
k) Big Chief
l) Magnificent Mongolian
m) Dread Knot
n)


6)Engineer.
a) Mining Light
b) Engineer's Cap
c) Texas Ten Gallon
d) Texas Slim's Dome Shine
e) Hotrod
f) Safe'n'Sound
g) Buckaroos Hat
h) Industrial Festivizer
i) Big Country‎
j) Professor's Peculiarity‎
k)

7)Medic.
a) Prussian Pickelhaube
b) Otolaryngologist's Mirror
c) Vintage Tyrolean
d) Gentleman's Gatsby
e) Ze Goggles
f) Berliner's Bucket Helm
g) German Gonzila
h) Geisha Boy
i) Medic's Mountain Cap‎
j) Grimm Hatte‎
k)

8)Sniper.
a) Trophy Belt
b) Master's Yellow Belt
c) Professional's Panama
d) Ritzy Rick's Hair Fixative
e) Shooter's Sola Topi
f) Bloke's Bucket Hat
g) Ol' Snaggletooth
h) Larrikin Robin
i)

9)Spy.
a) Fancy Fedora
b) Backbiter's Billycock
c) Magistrate's Mullet
d) Frenchman's Beret
e) Familiar Fez
f) Détective Noir
g) Noh Mercy
h) Private Eye‎
i) Charmer's Chapeau‎
j)

0) All-class.
a) Cheater's Lament
b) Ghastly Gibus
c) Mildly Disturbing Halloween Mask
d) Bill's Hat
e) Max's Severed Head
f) Modest Pile of Hat
g) Noble Amassment of Hats
h) Towering Pillar of Hats
i) Alien Swarm Parasite
j) Ellis' Cap
k) Mann Co. Cap
l) Wiki Cap
m) Ghastlier Gibus
n) Horrific Headsplitter
o) Horseless Headless Horsemann's Head
p) Spine-Chilling Skull
q) Voodoo Juju
r) Halloween Masks
s) Saxton Hale Mask
t) A Rather Festive Tree
u) Bounty Hat
v) Treasure Hat
w) Hat of Undeniable Wealth And Respect
x) World Traveler's Hat
y) Athletic Supporter
z) [ classified ]
aa) Humanitarian's Hachimaki
ab) Benefactor's Kanmuri
ac) Magnanimous Monarch
ad)

Part 2. Examples.
1a) enemy's Sandman Ball's long-range attacks affect you like they are short-range;
6e) +1 metal from dropped weapon;
6c) you can "Cow Herd&" enemy's sentry;

/to be continued.../

4/12/2011

Project 'Reloading' (before Polycount Update, but renewed now).

It's not about existing reloading. It's more about default button R(most used for reloading) and about 2nd Alt.Fire (1st one is bound to RMB, known as M2).

As I often do, let's start with classification:

Chapter I: Classification of the weapons.
I'm going to use the symbol "^" to mark weapons that already have function of the alternative fire and the symbol "^*" if you can use ALT.FIRE-button when this weapon is equipped. Also, I will include weapons that have option to be reloaded to this classification with remark "R". (?X?)-mark is for items that can't be switched to.

   1. Scout:
  • Scattergun                              R
  • Force-A-Nature                     R
  • Shortstop                               R
  • Pistol                                      R
  • Bonk
  • Crit-A-Cola
  • Mad Milk
  • Bat
  • Sandman                      ^
  • Holy Mackerel
  • Boston Basher
  • Candy Cane
  • Sun-on-a-Stick
  • Fan O'War
   2. Soldier (I think he will never have any alternative fire, because of his character)
  • Rocket Launcher                     R
  • Direct Hit                                R
  • Black Box                               R 
  • Rocket Jumper                        R
  • Shotgun                                  R
  • Buff-Banner
  • (?Gunboats?)
  • Battalion's Backup
  • Concheror
  • Shovel
  • Equalizer
  • Pain Train
  • Half-Zatoichi
   3. Pyro
  • Flamethrower               ^
  • Backburner                  ^
  • Degreaser                    ^
  • Shotgun                                     R
  • Flaregun
  • Fire Axe
  • Axtinguisher
  • Homewrecker
  • Powerjack
  • Back Scratcher
  • Sharpened Volcano Fragment
   4. Demoman
  • Grenade Launcher        ^*        R
  • Loch-n-Load                ^*       R
  • Stickybomb Launcher   ^         R
  • (?Chargin' Targe?)        ^
  • Scottish Resistance       ^          R
  • Sticky Jumper              ^          R
  • Bottle                           ^*
  • Eyelander                     ^*
  • Pain Train                     ^*
  • Scotsman's Skullcutter  ^*
  • Ullapool Caber             ^*
  • Claidheamh Mor           ^*
  • Half-Zatoichi                  ^*
   5. Heavy
  • Minigun                         ^
  • Natascha                       ^
  • Brass Beast                   ^
  • Shotgun                                  R
  • Sandvich                       ^
  • Dalokohs
  • Buffalo Steak Sandvich ^
  • Fists                             ^
  • KGB                            ^
  • GRU                            ^
  • Warrior's Spirit            ^
  • Fists of Steel                ^
   6. Engineer
  • Shotgun                        ^*     R
  • Frontier Justice             ^*
  • Pistol                           ^*      R
  • Wrangler                      ^
  • Wrench                        ^*
  • Southern Hospitality     ^*
  • Jag                              ^*
  • Gunslinger                    ^*
  • BuildPDA                    ^
  • DestroyPDA
   7. Medic
  • Syringe Gun                        R
  • Blutsauger                           R
  • Crusader's Crossbow
  • Medigun                      ^
  • Kritzkrieg                    ^
  • Bonesaw
  • Ubersaw
  • Vita-saw
  • Amputator
    8. Sniper
  • Sniper Rifle                 ^
  • Huntsman                   ^
  • Sydney Sleeper          ^
  • Submachine Gun                  R
  • Jarate
  • (?Razorback?)
  • (?Darwin's Danger Shield?)
  • Kukri
  • Tribalman's Shiv
  • Bushwacka
    9. Spy                              ^(activating any watches)
  • Revolver                             R
  • Ambassador                       R
  • L'Etranger                          R
  • Electro Sapper
  • Knife
  • Your Eternal Reward
  • Conniver's Kunai
  • Disguise Kit
  • (?Invisibility Watch
  • Cloak & Dagger
  • Dead Ringer?)
 Let's continue with ideas of possible alternative fire for these items:

Chapter II. Ideas and analyzing. (Press R.)
First idea was: while Taunting, if you press R - your Taunt stops. I just wanted to write it here, nowadays I don't like this one. So, it's 0th idea.
1st idea. Melee weapon: throwable by pressing R. Non-melee: use like a melee by pressing R.
Other ideas, step by step:
1. Bonk
<...to be continued from drafts...>

4/11/2011

Grenades as they are in TF2. (+Ideas.)


Part 1. Classification.
ALERT!!! OBVIOUS THINGS WERE WRITTEN BELOW!!!
You know, that there are no TFC-style grenades in TF2. But there are another grenades, such as (1-9th classes):
1) Mad Milk; Sandman's Ball;
2) -
3) -
4) Grenade Launchers' Bombs;
5) Sandvich; Buffalo Steak Sandvich;
6) -
7) -
8) Jarate;
9) Fake Corpse.
Also, there was throwable Sapper in Meet the Spy, that exploded minds of thousands.

Mad Milk and Jarate works the same way: debuffing enemy by buffing your shots, which will give you HP or mini-crits. I want to tell obvious thing: it's the same thing, because the only important thing in combat is difference between your health and the enemy's one. So, you can add HP to your heatlh bar OR you can deal additional -HP to the enemy's health bar. I haven't looked to the numbers of how they works exactly, though it's only about the idea. I wish it's balanced with other speeds (for different classes), that's how it should work.
(Thoughts about Soldier's Banners will be told later.)

Sandman's Ball works a bit another way. First of all, it can be used a lot of times, if you pick it up after use.
Secondly, it depends on the range* it hits enemy (the further, the more different effect it makes). Also, it deals low damage. Effect is: debuffing your enemy so he can't shoot to you, but you can deal damage to him. This effect "takes" enemy's life-time and gives it to you. That's how it works in terms "Difference in HPs".(*I won't speak about what I think about the Sandman now and 2 years ago - it'll be special post for it, I guess.)

"Bombs". Now we have 2 different kinds of the Grenades: first grenades explodes by touching enemy and after the timer is over; second grenades explodes only by touching enemy (no grenade jumping). Effect of these grenades are the same: damage. The biggest damage you can deal by non-critical not-going-to-head projectile.

Sandviches. This works very simply: you take additional HP, so the "Difference in HPs" works here like in Mad Milk's case, but here you don't deal damage to enemy. It's like Grenade, working only for one side.

Fake Corpse. Players were waiting this one a long time and also there was modification to throw your fake corpse (before this feature was released officialy as a Dead Ringer). There are 2 different Fake Corpses - BLU and RED...I mean - the enemy's mate corpse and your mate's corpse. You know, it works 2 ways:
1)After enemy has shot to you and seen your, Spy's corpse, he will ask himself very fast:"Where did this Spy come from? Have I killed him before? Hmmm, what kind of Cloak does he use?", etc. You have time to run away and return later to exterminate this victim anyway.
This kind of "grenade"(both RED and BLU fake corpses) in term "Difference in HPs": it works discrete(not continual) way, i.e. OR you have HP and enemy has no HP, OR you don't have HP and enemy has HP (alive-dead). Because you use Dead Ringer not to be face-to-face with your enemy (I can't imagine Spy that uses DR with any revolver, shooting to the enemy and using DR in rotation, except rare situations when he wants to change angle of his shooting while being invisible ).
2)If enemy sees your mate's (fake) corpse, he will run for the next kill away. In most %% of situations, if you've properly used DR this way. Obviously, he WILL shoot to you. So, your HP will lower. Then, again obviously, you will use DR anyway, not undisguising  and not starting to shoot (because it's weird to use this kind of disguise and then begin shooting/knifing), only if enemy has high HPs and there are other enemies...Ok, about corpse...it is not your corpse - it's the corpse of the mate you were disguised like.
It gives less paranoia to the enemy, but more fake information of your team classes (again - if you did all properly). And this is the only difference between RED and BLU fake corpses. The similar part has been read above by you.

[IF you have any questions/criticism about Part 1, please, ask/discuss in comments.]


Part 2. Ideas.
And now is the part of ideas. Pure (not Poor) Theory.
NB: Grenades can include solid, liquid and/or gaseous materials. 
I start with the previous article of the Part 1 - "Fake Corpse".
As you know, there is only two kind of corpses: your team colour's corpses.
So, there could be added new option for the Dead Ringer (or just sidegrade of the DR?): the corpses of your enemy's team colour. How does it work? Well, you just imitate death of the enemy's mate (any kind of the death, that depends on the shown HPs of the disguise). It helps if your mates imitate killing you. "Oh, my friend was headshotted! This is dangerous place!" - enemy will say... Imagine other sides of this weapon by yourself ;) Just the part for using it: activate DR and press M1(LMB) to "shoot" fake enemy's corpse. Be aware not to do it right before enemy starts shoot you (you can't do it after he starts, you know).
Now about other classes and their throwable "grenades".
2), i.e. Soldier. (Rockets are not grenades that fly like a sniper bullet, but slower; in this way we could end with discussion that Soldier is Demoman-unlock, so don't start it!) Now I just can put this idea: grenades (visually like on his chest-belt or in the Equaliser' taunt) with choosing the delay of the explosion (yes, like in Worms).
As I see it in-game: ver.A) Choose grenade and, holding M1, press 1-5 to choose the delay that will be shown on the grenade (or on/in another surface/place), then release M1;
ver.B) Press M1, then you will see seconds you have before the grenade explodes. Also, Soldier can deny the activation of the grenade, inserting the grenade's cotter back to the grenade. Replaces 2nd slot, like most throwable replacements.
3), i.e. Pyro. First idea that comes to every brain is "Napalm Grenade[that sets enemy on fire]!!!1". Kill this idea - you have it in TF2, just use Flaregun to understand it. Any Grenade must be thrown to the ground?! Such a rudiment of thought!
Second idea that comes to less brains is "Make afterburn longer!" Not so bad idea, but it works only for Pyro. It would be better, if it makes DoT(Damage-over-Time)-effects, such as Afterburn and Bleeding, longer. Ok, last step here makes it even better: it could make oT(over-Time)-effects longer. You know all of the oT-effects: Afterburn, Bleeding, Jarate, MadMilk, Sandman's Ball "Stun", Mark of Death. That's the idea. The visual part isn't any flammable liquid in the bottle, is it? Also, no numbers in the way "it makes oT-effects x2/x3/x1.5/x4/xN longer". Else, I think that if it makes negative(or:positive) oT-effects of your mates shorter (or:longer), it is very useful. Too very useful, so it comes overpowered and it doesn't fit Pyro as (mostly) offensive class. This option would be better for Medic, support class ( V I'm speaking about it below V ).
(Third idea is "vsClass"-weapon, that let Pyro burn another Pyro if last covered by this liquid).
6), i.e. Engineer. I just have started working under the concept and visual part of this one, so there will be big post later. Next class!...("Wait, how about throwable Mini-sentires?" Ah, nevermind, it's common dream!)
7), i.e. Medic. No "Holy Grenades of Healing"! No poisoning(new DoT-effect?) grenades!
Just the idea marked below: "make the teammate's effects-over-time(without damage) longer and the enemy's effects-over-time(that are affecting your teammate) shorter". If it replaces Medigun, it's balanced, as I think (another Support role, mixed with Offensive). Visually, this grenade could be jar with label "Placebo" and there will be nothing on the Medic's back.


Part {1+1/2}. Soldier's banners. Possible Ideas.
 These are not grenades.
The banner works on area, touching teammates by it's effect. It grants or mini-crits(Jarate-style), or additional resistance(no similar grenade?), either healing(MadMilk-style). Also, it works against multiple enemies and it charges like an Uber (by taking and/or giving damage).
First of all, all 3 charging-types has been made in these banners. It could be done new one only for new kind of effects (that are not "giving more/taking less damage//healing" too). That's why I think we will not see any new Banner this year (just my opinion, which is covered by my thoughts). Situational banners? Charging by rocket-jumping?. Not the time to think about it.
Secondly: you have grenades after you respawn or after it has been "reloaded"**. The banner's effect isn't available at the beginning. So, it's the possible way to create new kind of banners - with 100% at the start. Faster reloading? Faster switching weapons? That could work, but though it's too powerful even with small values of the effect's stats.

4/10/2011

(Old) Ideas 2009

Uff, this will be a big work to list here (not)all my old ideas (part of some of them is in-game already, but this isn't my merit, though I'm happy to see them in game).

Let's start with "New Ideas for Unlocks".

1.Scout

Pistol-replacement:
a)Paint aerosol.
Color anything you want to any color (RMB - change RED/BLU colour of the paint)

b)Boots with spikes.
You can jump onto the walls.

Bat-replacement:
a)Bat with nail.
You can head'shot' enemy. Also, you can destroy medical kits and ammo boxes, if you don't need them.


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2.Soldier.

Rocket Launcher-replacement:
a)Healing rocket.
It heals mates, while flying close to them.

Shotgun-replacement:
a)Acid shotgun.
Enemy will die faster by bullets, because acid destroys his clothes and armor, not effecting health so much.

Shovel-replacement:
a)Shovel with mirror.
Lets you check corners. Hold RMB to rotate it.

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3.Pyro.

Flamethrower-replacement:
a)Nitroglycerine thrower.
Make your explodable bobbles. LMB - start inflating bubble, RMB - release it (airblast still works).

Shotgun-replacement:
a)Chili (food).
Burn all your ammo during next couple of seconds. And then find anything that could axtinguish the fire in your stomach! Or you will die from inside.

Axe-replacement:
a)Cleaver.
Hot melee weapon that has charge-bar in opposite way: it goes down if you use weapon. The less you hit per time, the hotter your weapon, and more damage. The faster you hit, the colder it comes, and less damage.

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4.Demoman.

Grenade Launcher-replacement.
a)"Untouchable".
Makes your enemy giving you less damage(-N%), but also gives other enemies possible to give you more damage (+N%). After the effect gone, this enemy has more chance of critical hits.

Sticky Bombs Launcher-replacement:
a)"Sticky paper"
Stickies stay on the enemy's body, with dealing some damage once. Enemy will be alert by the picture of the sticky bomb near his HP-bar+. They fall if enemy jumps. Less sticky bombs (<<8) you can use.

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5.Heavy

Minigun-replacement:
a)Mascha.
See the enemy far away? Focus on him - and your weapon become more accurate!
b)Glascha.
Supersonic bullets. Infernal pushing back (you!).Random aim. Loud noise. Victims' cries. Faster wasting bullets.
c)Dascha.
Emm...sniperish minigun, useless in close-combats 'cause of spread, but useful against enemies far away 'cause of concentrating there bullets. =C>

Fists-replacement:
a)Dumbbells.
The more you practice with dumbbelss, the more damage you deal.

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6.Engineer.

Shotgun-replacement:
a)"Nuts and bolts".
This shotgun uses metall if the clip is empty. Longer loading.
b)Rusty shotgun.
This shotgun spoils enemy's metal and ammunition.

Pistol-replacement:
a)Scanner.
It shows you enemy's nickname, health and count of his ammo.
b)Wave-catcher.
You can catch and hold enemy for a few seconds on the same place. Time: few seconds. No damage, but enemy can shoot you. Dealing damage to him makes him free.
c)RevEngie.
After you falling down dead, you have a chance to make 1 shot with your revolver. (Your body must be the whole safe.)

Buildings-replacement(without details, just names):
a)Offensive set.
b)Defensive set.
c)Support set.
d)Selfish set.

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7.Medic.
Needlegun-replacement:
a)Vaccination.
Your enemy's health go down to 1HP, but if he survives after 10 seconds, he will be rewarded by x1.5 maximum health.

Medigun-replacement.
a)Stealer.
You take enemies' ammo and give it to friends. No healing.

Bonesaw-replacement:
a)"Inspection" (little reflex hammer).
After you hit enemy, he can't jump during few seconds.
b)Stapler.
You sew up an enemy's wounds together with bullets, burns, fragments (also it stops bleeding, though). And his maximum health goes down (eg., -10HP per hit by the stapler). Can be deleted only in respawn room.

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8.Sniper.

Sniper Rifle-replacement:
a)SnipEar.
You rifle detects sounds of steps (and shows loudness in the scope). Of both teams. The range and the view of the scope are lowered.

SMG-replacement:
a)Cerberus.
Fake second sniper's head. 50/50 that you will be headshotted to the wrong head.
b)Paintball rifle gun with sticky paint.
[The system of this weapon is really complicated?!]
LMB - shooting, RMB - small scope.Effects of the hitting enemy to any part of the body are different: arms - less speed of fire and reloading, legs - less speed of running, body - change the colour of the enemy and give you point anyway(that's how paintball-game works?!), head(only front, with eyes) - makes enemy temporary blind (2shots to engineer, medic and sniper - 'cause of the glasses; 1.5 shots(depends on the time between shots) to pyro, soldier and scout - 'cuase of the protective "helmets"; 1 shot to heavy, spy and demoman - because their 5 eyes are open).


Kukri-replacement:
a)FinISHER.
If enemy has damage during previous N seconds, this special knife with jags hammers bullets and fragments more deeply, also baring burns and thus making enemy bleeding.
b)Raw meat.
The knife for butchering the corpses. Your victims - your "trophies". Except that everybody will hate you after the first case of the cannibalism - so, you can be killed even by your mates. Try to (m)eat stealthy.
c)Escalibur.
As the legend sa-...forget, just stick your knife into the enemy's body and run away, leaving him alone with his sooner death by unstoppable bleeding! (If he touches wall, the knife will go deeper - note and remember this!) That blade could be destroy only by other enemy weapon.

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9.Spy.

Revolver-replacement:
a)Bullets of titan.
You can destroy projectiles mid-air. But these bullets make your pockets heavy, so your speed decreased.

Knife-replacement:
a)Vendetta
After the enemy kill your teammate, your receive critical hits for your knife and revolver. Minus of this weapon? You need to undisquise few seconds before backstabbing enemy.

Sapper-replacement:
a)Sapper that can break any of 3 kind of weapons: melee, with powder and with electric parts. Choose before you leave respawn.

Invisible watch-replacement:
a)"Shade".
The longer cloacking, but your shadow is visible.

Disguise kit-replacement:
a)Stranger.
After you were hit by enemy, your disguise drops and your speed is increased.
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Next time I will post about ideas to change existing (for that moment) weapons.

4/09/2011

The Pilot / The Aviator / The Airman

pS(preScriptum): And let's start with a very 'dead' theme: 10th class. I will not speak here, that I would like to see additional class. Because I think, that the scheme with 9 classes works very well. (Of course, I would like to see a lot of sketches with reasons why there were 9 at the beginning...I think it's related to Spy and his disguising kit: 1-9, except 0).
Once I was writing there (these 5 words will be known as periphrase for "I have created thread on SPUF, but it has died, because lots of whining threads were everywhere. I thought it could swim itself") about 9 alternative classes for existing 9. Not additional alternative classes. There couldn't be 10 or more classes on the same map. Just 9. But with choosing from alternative 9 too. What's the difference, you ask? Let me clear this: for example, we have alternative class for Pyro which we will call now Cryo (not Cry-O, but Cryogenic Maniac). As you understand, it will freeze - in opposite to set your enemies on fire (both Pyro and Cryo, anyway, kill enemies by burns). Ok, we have chosen Cryo on this map, like a Pyro with freezing flamethower and other unlocks. And that's the key: it's like Pyro with new weapons, but you can't choose normal Pyro, with his unlocks. You can't meet Cryo and Pyro on the same map, in both teams. And that was an example. Any questions? Ask them in comments. And there will be the large post for this, so you can wait.



 Part 1. Visuality.
And we continue our trip to the imaginery worlds of new classes. As you see in the title, I will concetrate your attention on the idea of this new class. He could be alternative class to the Engineer. Why him? Because it's about technical issues. Here is a screenshot of my not existing now thread (obviously, it's only OP) to see how a long time this idea in the mind of people (also, you can continue discussion with another guy in this lone thread):



His plane must be small. I found something useful for visual understanding - like the picture+video below - on FPSBanana (link):
















Also, you remember that video with Aviator, but it's sadly was deleted. If I will find this video on my HDDs, I'll re-upload it to my special YouTube-account.

Part 2. Home of thoughts.
Why is he an alternative class to the Engineer?
  1. Engineer builds stuff on the ground.
  2. Engineer love close-quarters more than open space.
  3. The Plane is a building too. It can shoot like a sentry, transport people from one point to another like a teleporters. And has nothing to be similar to a dispencer.
  4. He is all about his Plane, like Engineer about his buildings.
So, he would be "very offensive Engineer", in this way.
Unlocks?! Something relating to his plane. ("He's all about his Plane.") Guns, bombs, parachuting, transporting, etc. 
He's like a Spectator, that can fight. Not overpowered, not underpowered.
That's the general idea. If I'll create new ideas, I will post them into the new post about him.

P.S. Yes, I know that VALVE said once that we will have no vehicles in TF2. So, I hope that somebody will make modification some day. Any way. (But this class looks very natural in TF2, to me.)

/in future posts I will discuss another alternative classes. I just wanted to make the Airman different from other 8/

Terms and Tags, that are used in this blog.

LMB=Left Mouse Button = M1.
RMB=Right Mouse Button = M2.
Project '...'= Big idea.
FF = Friendly Fire.
{v}= read existing post about this thing.
** = there will be special post about additional information about this thing.
& = not my idea.

All Tags(i.e. Labels) and what some of them mean:
10th class: imaginary class
1st: mostly means "Primary"
2nd: mostly means "Secondary"
4th: related to the Engineer's 4th slot - PDA (and his buildings).
9: about all 9 classes
action: mostly - about the Action Slot
Arena: gamemode or the place.
bombs: i.e. GL's grenades (the label "nades" is more correct at this case); or something else
Bonk Atomic Punch: concrete weapon.
crafting
Demoman
DPS: damage per second (eg., afterburn, bleeding)
duel: firstly, the minigame "Duel"; or something about the duel (mechanics)
Engineer
existing: the items, which are currently implemented in-game
gamemode: mostly - official gamemode (for the unofficial find the label "modification")
Grenade Launcher
grenades: TFC-like grenades (eg.,mechanics)
hats
Heavy
ideas
items
joke: the post isn't serious.
levels: usually - the lvls of the items
maps
mechanics: how the thing works
medal
Medic
Medigun
minigame: eg., "Duel"
Minigun
misc.: Misc. cosmetic items
new: the opposite to the label "old" - it means that the idea is new (in the interval of a few months at the date of the post)
not TF2: the post is related not only to TF2
old: it means that the idea was created so much time ago, that I can't even remember some details about it.
other games
Pilot: the name of the imaginary 10th Class
Primary: most of all - the slot
Pyro
quality: i.e. item quality, first of all.
random: there is an element of the randomness.
Rifle: most of all - Sniper's Rifle (don't mess with the concrete weapon "Sniper Rifle")
Rocket Launcher
Sandman
scheme
Scout
set: the set of the items (eg., the Saharian Spy)
slot: eg., Primary/Secondary/Melee/Hat/Misc1/Misc2/Action, etc.
small
Sniper
soft: the useful programs
Soldier
SPUF: SteamPowered Users' Forums
Spy
Steam Trading
store: MannCo Store
style
synergy: when >1 of the players (classes) collaborate with each other (not only about teammates)
teamwork: see the label "synergy" (only about teammates)
tips: hints
to be continued...: the post will be updated, or the new post will continue this post.
tool: eg. Paint, Name Tag, etc.
unlock: not the Stock item
update
utility: the item, which isn't used as a weapon, but as a helpful thing
voice commands
weapons

/to be continued.../

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