Honestly, I think the layout isn't going to get much better than UT3. When playing it now, I'm amazed at how different yet complimentary and balanced they all are.
There's one idea I'm pretty fond of, though. It's about the melee weapon's alt fire:
* electric hammer: I thought this up this afternoon, but hear me out, please (or just vote for another one without reading it. I won't mind ). Let me first state that UT3's idea of dropping a player's power-ups is neat. But even then, it's near impossible to execute (besides: you're better off killing them with the primary...it's equally dangerous but scores you a frag and they'll drop the item that way as well). I believe it was Lecter who proposed that the melee weapon should let you immediately steal the power-up for yourself when you kill someone with it. I not only agree to that but like to take things a step further. My proposition is that the alt fire works much in the same way as the primary (meaning: you charge it up and touch an enemy with it), but the impact only damages your opponent's health, not the armor. If you kill your opponent this way, this automatically not only steals their power-ups, but all their armor as well.
Now...this alternative way of charging will do less damage (I'd say exactly 100 on a full charge). The idea is that you can either play relatively safe and charge with the primary (which deals more damage, but divided over both armor and health) or go in by charging the alternative fire and attempt to steal their armor...but chances are you may have to hit your opponent more than once. (note: all UT's had at least some way to tell whether your opponent was wearing armor).
The option of melee jumping will be exactly the same as on the primary, btw. The only difference is that the damage isn't divided over health and shield, it'll just be taken from your health total (which could be handy if you have armor you don't want to sacrifice but have a plethora of health pickups nearby).
(copy-pasted from my poll about the melee's alt fire).
@ambershee: which link gun are you talking about, exactly? I agree it was pretty weak in UT2004, but in UT3 it was anything but weak.
While it'd be interesting to have a starting weapon that can repair vehicles and nodes, I'm worried what this would do to TDM dynamics. That linking up would need to be seriously nerfed or even removed, or you'll end up with situations where teams just leave the other weapons be and dominate a match in a conga-line sense. :\
There's one idea I'm pretty fond of, though. It's about the melee weapon's alt fire:
* electric hammer: I thought this up this afternoon, but hear me out, please (or just vote for another one without reading it. I won't mind ). Let me first state that UT3's idea of dropping a player's power-ups is neat. But even then, it's near impossible to execute (besides: you're better off killing them with the primary...it's equally dangerous but scores you a frag and they'll drop the item that way as well). I believe it was Lecter who proposed that the melee weapon should let you immediately steal the power-up for yourself when you kill someone with it. I not only agree to that but like to take things a step further. My proposition is that the alt fire works much in the same way as the primary (meaning: you charge it up and touch an enemy with it), but the impact only damages your opponent's health, not the armor. If you kill your opponent this way, this automatically not only steals their power-ups, but all their armor as well.
Now...this alternative way of charging will do less damage (I'd say exactly 100 on a full charge). The idea is that you can either play relatively safe and charge with the primary (which deals more damage, but divided over both armor and health) or go in by charging the alternative fire and attempt to steal their armor...but chances are you may have to hit your opponent more than once. (note: all UT's had at least some way to tell whether your opponent was wearing armor).
The option of melee jumping will be exactly the same as on the primary, btw. The only difference is that the damage isn't divided over health and shield, it'll just be taken from your health total (which could be handy if you have armor you don't want to sacrifice but have a plethora of health pickups nearby).
(copy-pasted from my poll about the melee's alt fire).
@ambershee: which link gun are you talking about, exactly? I agree it was pretty weak in UT2004, but in UT3 it was anything but weak.
While it'd be interesting to have a starting weapon that can repair vehicles and nodes, I'm worried what this would do to TDM dynamics. That linking up would need to be seriously nerfed or even removed, or you'll end up with situations where teams just leave the other weapons be and dominate a match in a conga-line sense. :\