Ok, well, I've been playing a LOT of Generations the last couple of days, and I've got a few more things I noticed...
First, I'm a bit worried about the Quake 1 guy. His Nailgun just doesn't seem to pack the punch it did back in Q1, not even the Super version. It used to be "Let's see how tough he is with a face full of nails!!", but now I usually lose the duel using that gun. Maybe the nails should be faster or stronger?
I don't score many frags with the Thunderbolt either, it pales a bit in comparison to the BFGs, I think.
Although it's also very possible it's just me, and you all think the weapons are fine. ;P Maybe I just need to practice with the Q1 guy more.
In the Q3 universe, things move differently. Rooms are larger and with Doom's speed, nails will be less effective in all possible ways. They were harder to use at first, but after some tweaks they're acceptable for every day use (much like Strogg's hyper). It definately takes some getting used to.
The shaft is tricky and hard to get use straight away. You have to get a feel for the aim -- it's very precise and the timing may seem awkward at first. You may feel you're tracing an opponent flawlessly, while in fact you're lagging behind a bit, which results in 0 hits. You'll probably get the hang of it later -- even so, it'll always be a bitch to shaft at higher ping or with lag spikes.
Another thing, the Q3 guy's BFG... I do think your version is cooler, with the sparkles, oooh nice! But shouldn't the game default to the 'real' Q3 BFG, so that dmflags 1024 = enable
new Q3 BFG?
I think it would be more, well, authentic that way. Like it or not, that gun is the Q3 guy's BFG. Again, just my opinion though.
No way, Jose. Even though it is more 'authentic', it destroys the game. Too many people are lured too easily into using cheap tricks to win. For example, now our Earth class is overly powerful, resulting in some players going Earth only, just for the ease of winning (no not you, random person stating you aren't one of those. not you). The old BFG is just a bagful of free frags. We've confidently moved that into the realm of things to avoid by default.
Oh, and the starting weapons. I noticed both Wolfie and Q2 guy respawn with 2 non-melee weapons. (Well, so do the DOOM and Q1 guy, but they don't start with ammo for the second weapon.)
Wouldn't it make more sense if the Wolfenstein and Q2 guy respawn with the superior weapon in hand? Why use the Blaster when you've got a Machinegun?
Ok, I admit, it's a small thing, and might be more trouble implementing than it's worth.
The wolf-guy has shared ammo, and too many weapons to make the MP40 a spawnable weapon. The latter goes for Strogg Troopers, too.
Spawn behaviour is now based on spawn behaviour in the original games. I think this is a worthy point you bring up, since I actually know semi-newbies that forget to switch at times. Arguably it would reduce use of the spawn weapons, and would be averse to the nostalgia-effect. At the same time it would streamline combat. It may be up for discussion.
I know you're not focussing on the bots yet, but when you do get to improving them (which I hope you will, I play botmatches often), perhaps you should instruct them not to shoot at people who are spawn protected. Not only is it pointless, it wastes ammo and gives away their position, plus leaves them vunerable to other attacks.
But I play with spawnprotection set to 6 seconds, I think the default setting is 3 or so, so I guess it'd be less of a problem then.
And I had an idea... I think it would be neat if Generations kept a record of how much time you've spent as each class, or just how often you've played as them. That way, after months of playing you can see exactly which classes deserve a bit more of your attention, and how many hours you've spent on the fine game.
But I realise this might be extremely tricky to implement.
This sort of falls in line with previous discussions about statistics of all kinds. I've been in favour, but several team members strongly oppose to the general idea. It also means a lot of work that won't directly benefit the average player, making it less interesting for our short-term plans...
Both points above should be noted for reference in later discussions. :]
And that's about it, nothing really concrete, but that's just because your mod is so damn good already. ;P
Oh, and thanks for the tip about the weapon switching! I turned the automatic weapon switching off, and did a 'bind q nextweapon'. It's still not perfect but it works a lot better.
Good, good!
We always like to hear positive stuff about the mod, and you're certainly welcome to get a bit of a crowd going in saturday's games and so on ;]