Going to post my thoughts/plans here for them to get some air. In my take on EO I want to have as many valid levels to gameplay as I can make. I don't want anything already in UT to be made useless without a replacement. I like to air my thoughts but I also thought it would be good if anyone following development knew what to expect so it would be less jarring. Which for EO players it will be - 100 health, etc. So, here's my current layout - And I'd like for you (Maest/Osk) to be thinking about how this would fit in as you play UT4!
Health: 100
Health Max: 199
Health Kit: Restore 10 (instead of 25)
Health Vial: +5
Max Armor: 200 (instead of 150) - Shield stacks separately from regular armor under this total
Helmet: I am going to do something else with this..... ideas? Maybe offensive....
Thigh Pads: 25 (instead of 50)
Chest Armor: 75 (instead of 100)
Shield Belt: 100, Regens (instead of 150)
For weapon modification, I am thinking something like 1.5x current firing speeds. Half again as fast. Damage I was thinking I'd leave the same.... for the time being. Trying this with the regen and fast movement of EO makes the weapons pretty weak surprisingly so the 1.5x firespeed should go nicely. It certainly won't be perfect. But I may not be able to modify the weapons much at this time in development. So that would come later. At this stage of UT4 I can get everything surrounding the weapons right and then improve on the weapons as UT4 progresses. I hope players find that acceptable....
Finally, I've been wanting to create my own kind of pickup to replace the weapon locations for a long time. I have it in mind for it to be an item that stacks up to 5, and slightly increases the rate of fire, ammo regen, and health regen. It would need a visual representation on the character and in the player's UI, so I would do this last. Current values are planned at +3% RoF and Ammo Regen Rate, +4% Health Regen Rate for each stacking up to 15% and 20% respectively. That would put Health Regen at 3 every 2 seconds instead of every 2.5, and RoF will only feel slightly increased if you focus on it at full stack. So, it's not something that you're going to go out of your way to get. It, the health kits, they should not disrupt the fast pace that is EO. The armor values translate exactly to my ADR version by the way. I am keeping my vision with this new pickup very small. I don't want players taking time out of their assault run to go out of their way for these or for those chasing a flag carrier to worry about picking them up at all. I want it to be something defenders and flag carriers can go around picking up those in close proximity but not going out of their way. In UT weapon locations are a huge part of map flow. In this, my version, I would like them to play a very small role, but a role nonetheless.
This all goes back to me wanting to create as many levels to the gameplay as I can. But I am committed to the fast pace, recklessness and lightness of death that is EO. Everything else is subject to change, except that.
I'm committed to my vision but at the same time very open to feedback, would also love to hear any suggestions, so if you have any please do share! Talking with Maest the other night made me realize that I had to lower the values on all this other stuff significantly, and these are my numbers after mulling that over.