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		<title><![CDATA[Messages posted by "WildCard"]]></title>
		<link>https://www.disastrousconsequences.com/dcforum/posts/listByUser/1092.page</link>
		<description><![CDATA[Messages posted by "WildCard"]]></description>
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				<title>Re:new class idea's</title>
				<description><![CDATA[ XD Probably my best idea evah!  ...we have invisible walls to keep people from flying off the map right?  Make them angled jump platforms, what angle probably wouldn't matter much.  Then again, strong enough to send people off the map is out of the question. XD]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 01:33:27]]> GMT</pubDate>
				<author><![CDATA[ WildCard]]></author>
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				<title>Re:New game type idea</title>
				<description><![CDATA[ I've seen a server that made the top-scoring player INTO the boss.  Classy.  Not that you need to do that, just an idea to make the boss harder.  <_<; Provided he doesn't kill himself or something.]]></description>
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				<pubDate><![CDATA[Mon, 13 Apr 2009 01:29:23]]> GMT</pubDate>
				<author><![CDATA[ WildCard]]></author>
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				<title>Re:new class idea's</title>
				<description><![CDATA[ Woah, if we split medic/monster master I'd want the medic to obtain a few different 'defense' options.  Like what engineers have on shields, give to both the medics AND engineers, though cap the medics at a lower level or something.  Maybe give them some minor engineering, like enough to make three blocks or something and cut the turrets/vehicles out of it.  Just some help so they can do MORE then a health boost.

If monster-master splits off, make them summon and transform into them, that could be neat.  Then again, magical monster weapons might be a huge pain.  But hey, I'd be willing to try myself if I wasn't a lazy punk.

As far as the 'puddles' thing goes, why not attach that to another class completely?  I could see Weap/Adren/Engineers all having possible adaptations of that.  A good trap is always fun, right?

And I do agree Engineers need more then just basic block/block wall, maybe a small block-house could be fun.  Hey, the 'shield wall' is getting introduced, why not think up some other fun ideas to go with it?  Make one of those jump platforms!  Send enemies/allies flying away!  Make an empty weapon-locker to help people fill on ammo!  Make PILLERS to auto-size to the roof or a set height (smaller of the two) to hold elevators up so you can build a base under them, make DOORS enemies can't open, maybe not all of those but SOME.  (I really like the jump-platform idea.)]]></description>
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				<pubDate><![CDATA[Fri, 10 Apr 2009 04:14:21]]> GMT</pubDate>
				<author><![CDATA[ WildCard]]></author>
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				<title>Re:Blocks</title>
				<description><![CDATA[ Crouch when using the trans guy?  I don't know if that would work. XD

I say cut crouching, as the 'telefrag block' is something I use.

My vote only counts if I make a vote, right?]]></description>
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				<pubDate><![CDATA[Fri, 10 Apr 2009 04:03:31]]> GMT</pubDate>
				<author><![CDATA[ WildCard]]></author>
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				<title>Re:open map in editor</title>
				<description><![CDATA[ I can be more helpful then that.  The map is in an area known as your 'file cache' (which happens to be a folder in your directory called 'Cache' ya-know) and not in your maps folder.  Sure, you could probably get a program to install it to your game from there, but try looking into your Cache folder if you don't plan on editing or saving it or anything.  May as well not be a jerk and laugh at you, even if I can't help but smile remembering when I learned about that.

EDIT: Just so you know, some places (maybe including this one) don't really like it when you use programs to 'steal' files from your Cache folder, so you might want to think about that as stealing if you plan on using it like that.]]></description>
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				<pubDate><![CDATA[Fri, 10 Apr 2009 03:51:26]]> GMT</pubDate>
				<author><![CDATA[ WildCard]]></author>
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				<title>Re:Possible changes</title>
				<description><![CDATA[ Well yeah, the idea of simplifying the classes wasn't meant to be an idea for this server.  You do bring up some good points though.  Heh, if I do go about making something like that to play with I'll remember to ignore the level limit, just make buying some classes more expensive then others.  Like the field master class could be practically free, and weapon/artifact masters more.  All the same not for this server, you got a great thing going here and I don't see any reason to mess it up.  <_<  There I go talking off-topic, see that?  Well, only partially, but even so it's off topic.  Anyway, I'll be sure to think up more changes.  Maybe get around to playing engineer to see what could use changes there.]]></description>
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				<pubDate><![CDATA[Mon, 23 Mar 2009 01:23:46]]> GMT</pubDate>
				<author><![CDATA[ WildCard]]></author>
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				<title>Re:Possible changes</title>
				<description><![CDATA[ I had an odd idea for a while now for another kind of class.  I know the adrenalin master and other classes have aspects like this but there are a few things I could see that it could expand on.

How about a 'field-master' class designed to make full use of the available terrain, that gains abilities like climbing/running up walls, nullifying falling damage, reducing damage from water sources that cause it, and possibly stuff other classes doesn't/shouldn't have like expanded/evolved radar, capturing/taming monsters, storing field pickups (max 1-3 or something) for throwing (using it himself or giving to an ally), and maybe that ninja-hook mutator as one of his items so he can hang on a rope attached to a wall or roof and take on airial monsters without wasting adrenalin on flight.

>_>  I'm expecting people to just outright say no, but hey, I like the idea.  Even if Adren/Weapon masters hold over half his abilities between the two of them.  Then again, I came up with the idea back when I thought about redoing all the classes into something a bit more specialized, and allowing multiple classes once you hit high levels.  (additional class every... 150 levels or something.  Depending on points per level.)

(Hmm, that might be a neat idea too.)

In other news, I want a 'resurrect' ability on the medic that lets you choose who you rez (probably heard it a million times by now) and the idea of medic super-weapons is neat too.  BUT if it's a balance issue preventing it you could just as easily cost like 500 adren to rez someone (making it nearly impossible to do more then once per wave if you aren't fighting) and the super-weapons would be it's own ability that requires loaded medic 3 and other things.  Medics aren't adren/weapon masters after all.


Not that I'll go out complaining if you tell me no to everything, but I thought I'd give my two cents, after all if enough people pitch into the same idea the owner might think about it more seriously.

EDIT:  To the debate just listed above, as far as that goes I way Weapon Masters all the way.  How does transferring effects from one weapon to another say anything about artifact use?  >_>  Then again, that would be a neat artifact on it's own.  But again, as of now no-one should be TRYING to do that.]]></description>
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				<pubDate><![CDATA[Sat, 21 Mar 2009 04:01:22]]> GMT</pubDate>
				<author><![CDATA[ WildCard]]></author>
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				<title>Re:Profile Managers</title>
				<description><![CDATA[ I'm SURE you could change character models in keybindings as well.  Just set it up so your name AND character model change with the same button.  <_<  Actually, I think I learned that somewhere on this site.  Should I look for a liiiink?

...naw, I'll just get the code.  It's a sticky topic about keybinds and everything one level up.  Includes mention of changing crosshairs.
<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>H=changecharacter gorge
j=changecharacter trooper </pre>
		</div>

NOT that this deals with replacing ini files or anything, just random parts of 1 ini file.  The '|' bit was actually helpful information for me, I can now do what you were planning to, though to a much smaller depth.  I don't intend on making commands to set certain keys to activating certain artifacts/skills or anything, just the name and skin really.  <_<  On that note I'd better go and decide on a skin to use.  XD  Not that it REALLY matters beyond making me happy.]]></description>
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				<pubDate><![CDATA[Sat, 21 Mar 2009 03:36:32]]> GMT</pubDate>
				<author><![CDATA[ WildCard]]></author>
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				<title>Re:Don't Fear the Healer</title>
				<description><![CDATA[ Gods, I can't tell you how hard it is to HEAL some of you punks with all your leaping about and whatnot.  At this rate I'll be an expert murderer in player fights by learning to heal you guys, really!]]></description>
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				<pubDate><![CDATA[Sat, 21 Mar 2009 03:22:44]]> GMT</pubDate>
				<author><![CDATA[ WildCard]]></author>
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