Author: {wf}shadowspawn <shadowspawn_at_shadowspawn.net>     Reply to Message
Date: 4/11/2004 12:03:05 AM
Subject: RE: Static - New WFA Ideas

can't answer for wfa, but i can for wff. I should really make a readme for the technical differences between the two games.

wff you have to remember is NOT q3wfa. Id did allot of whacked and "cheap" things to push q3 out the door. The major changes to q3 were mostly dll/module related, and a few radical changes to the scale of the player's world and physics.

in changing the scale of things, some core math functions were changed. This was fundamentially related to what q2 players were bitching about for so long when q3test came out, and some people refused to adapt to. some just learned and never knew the difference.

Q3WF took q3 stock damage math approach instead of porting it, so it led to a shitload of weirdness over the years with trying to balance things out. Basically Q3WFA is nothing more then Q2WF core functions using the main Q3 core, which is substantially different then what Q2WF was, and Q2WF changed the Q2 core.

This is really a big issue, now newer games (including HL2) are falling back to the realistic approach to damage that q1 and q2 originally used.

basically if acrid would've used q2 damage math for q3wfa, the game you play today be totally and completely different. it's twighlight zone stuff.

ok with that in mind...

Give Borg 150 lightning gun ammo.
MOCK, or "roll your own" configuration of wff.


Make the Med depot spawn drugs every 25 seconds to sync with med pb's.

not touching the med depot for nurse, cause when it explodes it does a crapload of damage. 3 dropped depots can wipe a gunner chasing you down.


Make it so that the spy does not trigger alarms if he is *walking* past it while cloaked/disguised. (Wouldn't you expect a spy to be able to do this?)

q2wf had this in there, but it's a random thing (you got a 1/3 chance of triggering it if walking and disguised)

Make all plasmabombs defuse as long pb's.
this is tricky, because overall balance is different then to what q3wfa-only players are used to. it's a different level altogether. q2wf was solid pre-determined balance, wfa had to skew over the years to people's wants.

pb's are a totally different beast in q2wf, in q2wf the damage is algorythmic, in wfa it's linear. all a wfa pb is really one big rocket that doesn't move, and explodes giving off increased splash damage just like q3. wfa pb's are up to 3x as powerfull/more damage compared to the original weapons factory mod, q3wfa sentries are 1/8 as accurate as q2wf's. The balance between the sentry and the pb is a completely different beast. q3wfa is solid q2 code which doesn't work with the physics in q3, and was never ported correctly. the difference between q2wf pb/sentry and q3wf pb/sentry are too great to what wfa players are used to.


Give Arsonist rocket jump ability. (Rocket jump without grapple is not nearly as effective anyway)

MOCK allows for this too.


Make the napalm launcher cause the napalm effect only on a direct hit.

the napalm rocket can be laser guided. it has a much tighter radius then q3wfa's, again it's not linear... its algorythmic.


Make the flamethrower cause the napalm effect after a certain amount of time of continuous spraying:
- Immediately on lightly armored classes (recon, nurse, spy)
- After 1 full second for medium armored classes (marine, engi, sniper)
- After 2 full seconds for heavily armored classes (gunner, borg)

the flame "chucker" does additive damage. get hit by one flame, get x damage per second. get hit by 2, get x*2 damage per second. get hit by 4, get x*4 damage per second. totally different beast then wfa's, not touching that.



Once the spy has knifed the sentry 3 times, the sentry haywires. While haywiring the sentry will target the nearest team mate except the engi who owns the sentry. If that spy is disguised while the sentry is haywiring he is eligible to be targetted as well. While haywiring, any team mate may destroy the sentry so as not to be shot by it. To dehaywire the sentry the engineer must ion the sentry 3 times

that's a crapload of work. the sentry already is the most complex ai in the code (at least in wf). since it's about 8x more accurate then wfa's, and is much slower firing and has more "real" armor, its a totally different beast.

Remember wff is open source, the MOCK, ini, weapons.cfg give a crapload of power to server host admins without the need for clients to download updates.


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