Mod/Mutator Ideas

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MeuuMix

Slimes are awesome.
May 16, 2000
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Here are some ideas...none of them are really that creative, but they could make things interesting: :D

1. Infinite jumpjets.

2. Can jumpjet multiple times in midair.

3. Vehicles have infinite boost.

4. Replace ranger/tech/gunner skins with three different skaarj skins.

5. An RPG-type mutator where points act as experience, and you gain levels and become progressively more powerful as you gain points. You would decrease in level as you lost points.

6. Low gravity (like Freefall).
 

SylverFyre

Spongebob Squarepants
Jan 3, 2003
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how about having the drop ship as a roving vehicle that follows a path around the sky above the level
disable all but the standard deploy points in the map and instead have a hackable item in the centre of the map that allows your team to use the dropship.

when your team owns the dropship you get a rough view of the area below the ship and instead of waiting for a timer to countdown to spawn, you press fire to launch from the dropship instead. This means you can tradeoff being out of the game for a few more seconds against being where you want to be in the map.

When you launch you get fired down with a very slightly random trajectory in a pod so you are invulnerable until you hit the ground and can play

:)

it should be coded so that it orbits roughly 85% of the distance from its hackable control point to the surrounding subtracted area in the map, that way it could be used on all standard maps, except possibly freefall (too much space between the asteroids)
 
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Snafu

New Member
Jan 26, 2004
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Couple of mutator ideas

Couple of things I think could be fun:

a) a large melee mod

No guns only fairly short range melee weapons. To fit with minimum change to existing models, etc they should all be SF in feel.

Ranger gets a deadly little laser dagger and a shock lance (each of which has the longest reach of any weapon in class but lowest and an electric shield that needs to re-charge when its taken too much damage. The shield is the weakest but re-charges fastest.

Tech gets a dagger and sword (medium reach and damage) and a shield that takes medium damage and second fastest re-charge time.

Gunner gets dagger and axe (shortest reach with most damage. Shield takes most damage but re-charges slowest.

Vehicles would have weapons changed to very short range effect and would function as troop deploys. Best would be new vehicle with no weapons other than run over but can take up to six people into battle.

Rest of elements could pretty much remain. Ideally each weapon could be used with a varietly of 'swings'

b) small mutators such as:

spy mutator - each player can 'spy' on other players once per 'charge'. Duration is flexible and enemy players are all tagged even through walls etc. To re-charge you must go to an energy source and wait for a flexible time to charge the spy equipment

guided ammo (you fly to target) and are vulnerable when using. Gunner gets guided rocket, tech gets guided gas shell and ranger gets guided grenade

vehicle mutator vehicles only vulnerable to other vehicles

disguise - ability for ranger to 'steal' identify of killed opponents with sniper rifle (a'la enemy territory and spawn in their place - killed players chat is disabled and they cannot re-spawn for definable time limit after which the ruse will be up

virus - ability for techs to infect enemy artifact node with a virus which takes it off line either for a pre-set time or until an enemy tech removes the virus

bomb - ability for gunners to carry and deploy bombs that explode after a few seconds
 

Zaknafein

XMP Beta Tester
Oct 2, 2003
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I would like to see a mod that replaces the gunners flamethrower with a "shortrage-accurate" mini gun. The flamethrower is nice 'looking' and all, but due to reasons like lag -and- the fact that it blinds the attacker to his/her own target its not very pratical outside very confined spaces.
 

The_Daishi

New Member
Jan 23, 2004
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No artefact capture at the beginning of the game?

t'would stop that big open dessert one from lasting the time it takes for two raptor journeys sometimes.

Forces people to assemble some defences and gain some energy first.

And deployables for Rangers? I like the sensor idea, how about radar?
Ranger drops a radar post, anybody in range gets to see any unfriendlies in range too.

Dai.
 

maceth

New Member
Jan 11, 2004
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duel mod!!

this would require new maps, but would make for great practice on the 1on1 situation.
A small arena, 2 deploy points; 1 each team... and players take turns.
Maybe this could be a duel tourney?
Different rounds require different armor types?
 

Andr01d

yeah right...
Jan 4, 2004
299
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www.warpstone.tk
I dont think you should disable the chat in disguise.. Look at ET.. there a disguise is really good, even though the "flayed" player can just talk anyway.. Looking like the enemy just gives you a few extra seconds before they realise that you are not their team.. And a disguise could also function to let you open enemy hacked doors..
 

Akalamanaia

Systemlord
Dec 19, 2003
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Vehicles
dropship(can pick up vehicles, is VTOL)
fighter
Maybe Small helicopter
APC vehicle

Items
Slipgate Platform(ya only have 2, ya put one in one point and one in another, allowing instantanius transporation, can be destroyed)

Mini Generator - If you want have extra turrets but no extra generators on map.
 
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Andr01d

yeah right...
Jan 4, 2004
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Now those are good ideas.. An APC is a good idea... If you dismount the turret from the harbinger you have some sort of truck.. not really armoured, so it would be more like a PC.. :D

Helicopter is cool.. but it should be really slow...
 

Akalamanaia

Systemlord
Dec 19, 2003
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Unfortunately, U2:Xmp doesnt support Static Mesh Exporting -_-, so i cant export the harbringer and edit in 3dsmax and import to U2:Xmp. I'd also thought Light Tank would be nice addition, or maybe Flame Tank. I also thought, if we'd implement similiar system to renegade vehicle buying, but theres only purchase panel near vehicle spawn. To prevent stealing the vehicle will only accept owner(that effect wears off after 1 minute thou). Each Vehicle Would Cost Something, so players get Scores for Capturing Deploy Points, Generators and kills. Kills give 1 Each(no matter what class ya kill),Deploy Point 50 Points, generator 150. To buy vehicle, ya need to get scores. Makes Teamplaying more of what happens. I got many concepts that i would love to implement, i'd just need figure out how i get out u2:xmp static meshes so i can use existing vehicles and edit them(mainly , ya could get flame tank from Juggernaut very easily by editing).
 

Insane-Gamers

New Member
Dec 11, 2003
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Peter Carlson said:
"Damn at the risk of sounding either ignorant or offensive, errmm why didn't you back it up Just wondering"

like I said before, it didn't work. it didn't work. it didn't work. it didn't work.
so, really no reason to back it up.
It would be really cool if you could finsh up the bike or what not for it, I think thats a great idea for the game a one man controlled bike it would be great for it.
 

SylverFyre

Spongebob Squarepants
Jan 3, 2003
335
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UK
www.byut.net
Another 2 ideas:
1) Reverse play - instead of trying to capture all four arts in your own node, you should have to capture them at your enemies node (obviously the enemies node needs to be powered by your energy, not their own). Obviously picking up a dropped artifact from your own team should give it to the player instead of returning it to your node, and a dropped enemy artifact will be returned to their node if you touch it.

2) Hold the Node - dispose of the artifacts and instead each team has to power the enemies node from their supply (as above) but instead of capturing artifacts they have to completely surround the node with forcewalls and hold it for 10 seconds uninterrupted (with the node activated) to score a team point.
 
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Andr01d

yeah right...
Jan 4, 2004
299
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www.warpstone.tk
) Reverse play - instead of trying to capture all four arts in your own node, you should have to capture them at your enemies node (obviously the enemies node needs to be powered by your energy, not their own). Obviously picking up a dropped artifact from your own team should give it to the player instead of returning it to your node, and a dropped enemy artifact will be returned to their node if you touch it.

Then why not just make bombing run with 4 artifacts...
 

Anathema-

...because we're NOT free
Oct 19, 2003
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The gunner should be the one to repair vehicles. Techs can hack faster, rangers can mercykill. Gunners need something else.
 

cookiecups

Commander of baby tapiers
Jun 8, 2001
299
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USA- all the way
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If people can't even get out of the raptor properly without running their own silly butt over-- how in the world can you concieve of giving them a bike?
Unless it's the sort with training wheels and a perky little bell.
<ring! ring!>
-cookiecups
 

Akalamanaia

Systemlord
Dec 19, 2003
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I thought the flame tank along these lines:primary fire, short range, continius burst of flame(up to 30 secs, otherwise barrel will heat to much). Secondary fires a ball of flame what travels a long distance, good for installing fear into enemy lines when volleys of fire start raining amongst their ranks. Also the Helicopter i thought something for Anti infrantry Rule(Fighters are Anti bombers, bombers are anti tanks). But The infrantry would need means to attack all these, maybe very short ranged guided missile launcher(very powerful one).
 

Andr01d

yeah right...
Jan 4, 2004
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that was kinda the idea ?

i spose u dont like it

I do, i do

thought the flame tank along these linesrimary fire, short range, continius burst of flame(up to 30 secs, otherwise barrel will heat to much).

Real flamethrowers have a range of sometimes a 100 meters!!.. I dont know if those are portable, but if you would mount it on a tank, then that's no problem.. I think it should have significantly more range than the normal jug mounted flamethrower, definetly if its controlled by a gunner and not by the driver.

The only problem with a flametank is that you dont see where you are shooting.. The gunner should have some kind of special camera, so that he can see people through the flames (like sonar :D)..
And when you hit the fueltanks:.. (or destroy it otherwise).. BOOM!! (much bigger than standard vehicle explosions)

(warhammer 40k imperial Hellhound-like)
 

Akalamanaia

Systemlord
Dec 19, 2003
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QUOTE (sheena yanai @ Jan 24 2004, 02:35 AM)
extracting them from u2 is actually easy.. works like extracting stuff from 2003.. select the model in xpawn, place the xpawn in a empty cube, or map should work too. select the model,and edit the xpawn preferences. under the mesh tab load the skelleton of the player you want to have. apply the texture to the xpawn and convert the xpawn then to a static mesh, and exporting staticmeshes isnt hard.. (from natural-selection.org forums...Where can i find XPAWN in u2 editor?)
 
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