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		<title><![CDATA[Messages posted by "pauli"]]></title>
		<link>https://www.disastrousconsequences.com/dcforum/posts/listByUser/33.page</link>
		<description><![CDATA[Messages posted by "pauli"]]></description>
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			<item>
				<title>test, test</title>
				<description><![CDATA[ DO YOU KNOW WHAT THIS MEANS?]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/2796/24317.page#24317</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/preList/2796/24317.page#24317</link>
				<pubDate><![CDATA[Wed, 3 Jan 2007 12:15:39]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ to be fair, it would probably be most appropriate to remember square in silence.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/5/324.page#324</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/preList/5/324.page#324</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 20:25:19]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
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			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ maybe he's part of clan [basement] ;)]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/5/316.page#316</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/preList/5/316.page#316</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 14:01:36]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
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			<item>
				<title>Re: Mutator list for the dc server.</title>
				<description><![CDATA[ the more variety, the better.

imagine bifrost with a fullblown unreal 1 titan...

here's what i'd really like to see, though:

more types of monsters, with names that work on summoned creatures, and masses setup so they don't go flying into the next state when you wing one with a knockback weapon. multiple sizes is secondary, though it might be amusing.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/36/287.page#287</guid>
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				<pubDate><![CDATA[Mon, 10 Jan 2005 19:34:02]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
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				<title>Re: map suggestions thread (both add and remove)</title>
				<description><![CDATA[ a few of the 1v1 maps work even with a full server. i'm going to just post here whenever we play a really crappy map :)]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/32/260.page#260</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/preList/32/260.page#260</link>
				<pubDate><![CDATA[Sat, 8 Jan 2005 22:38:27]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
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			<item>
				<title>map suggestions thread (both add and remove)</title>
				<description><![CDATA[ remove: ctf(2k4)luciouspit. pretty bad for invasion, and it has a tendency to break the waves (ie, monsters still alive at intermission).

replace: ons-hallofgiants2k4 with ctf-hallofgiants2k4. it's really hideous in vinv, and the ctf version should fix that. dl: http://www.macrea-file.com/file/1266.php]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/32/241.page#241</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/preList/32/241.page#241</link>
				<pubDate><![CDATA[Fri, 7 Jan 2005 16:48:32]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
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				<title>Re: RPG Stats</title>
				<description><![CDATA[ indicating which ones are bots would be nice :)

but that's still very cool as is.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/28/220.page#220</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/preList/28/220.page#220</link>
				<pubDate><![CDATA[Wed, 5 Jan 2005 18:03:34]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
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			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ my suggestions:

artifacts:

ammobox. use it and it maxes out your ammo. not sure on single or multi use, not sure if it should require full adren and use it all no matter what, or only use the fraction needed, or just continue to fill your ammo until you're out of adren (ala booster, but only to full ammo). would be invaluable for lower level players.

portable healing potion. reasonably self explanatory... 

backpack. use it, and ammo capacity doubles (until such time as you die).

ice wand. adds the freezing effect to your current weapon - at the cost of adrenaline with each shot, of course. might need a visual effect on projectiles.

lightning rod (modification). add null entropy effect to the lightning bolts. 

akimbo charm. whatever weapon you use it on, can be used... akimbo. :D

boots of flight. just give flight the boot, says i.

magic pie. still working on finding a model for this.

bribe. flips a targeted enemy monster to your side. i'd call it charm monster, but... that would be confusing.

clone weapon. for when you really, really want to share that vorpal shock +10.

fruit cake. the opposite of magic pie.


weapon effects:

accuracy/inaccuracy.  speaks for itself, i hope.

homing/avoidance. projectiles gain a <i>slight</i> homing ability. not sure if this requires an avril or rl style lock, so it may not be practical. alternatively, simply add the lock-on ability of those weapons to whatever gets this effect, though having it be automatic would be nice. avoidance would be a REAL negative effect :) alternate negative effect: <i>hiccups.</i>

splash. adds... splash damage. not sure of a good name for a negative effect (for those weapons that already have splash).

quickshot/slowshot. affects rate of fire. 

extra linking. obviously a link gun effect - acts like there's someone linking to you already. passes on when linking. not sure if it's possible.

doubletap. sends a second shot out fractionally after the first, along the exact same path. possibly only good on hitscans (and certainly not well balanced for miniguns!)

shielding. like energy or vampiric, but raises shields instead.

energy burst. maybe only for the lightning gun, maybe shock as well - effectively sets off a one time shot of lightning rod on whatever you shoot. fun for long range crowd control! i'm concieving of this as slightly different from the splash ability.

triple jump/single jump. a weapon that lets you... triple jump. or, if you get the bad one, it won't let you double jump.


other:

make awareness cheaper. it doesn't seem like it provides a benefit commensurate with the cost, at least for invasion.

set weapon bonuses on some sort of sliding scale - i see as many force +5's as force +1's, and it seems to me that we should have a lot more low bonus items than high bonus.

find a way to reward people for linking. if possible, give the xp for damage/kills to the whole link chain.

get monster names working. maybe it's cause of satore's pack, i don't know, but "pauli's mercenary is out!" beats "is out!" any day. this works when i run a server locally, but i don't have all the mutators on here.

if possible, replace halos with nametags. would require names like above...

if halos remain, make them fully opaque. on quite a few maps, they're effectively invisible. 

make the radar work on a log scale, rather than linear. this would give us a clue as to what direction to go for that last enemy, without destroying the close and medium range distance data.

get summoned monsters to use the bot search and destroy ai.

make healing weapons clear freezing/poison effects, and adjust healing effect to take rof into account - right now, healing minis are where it's at, with healing lightning not really doing much, last i checked.

find a way to drive the cap on charms WAY up. it really should scale to the number of players...


those are just some ideas off the top of my head (well, i've thought about a few before...). chances are most aren't practical for you to code, but they're at least food for thought.

edit: hmph. apparently, [list] doesn't work like i'm used to. 

oh yeah... i know one thing that we're definately missing right now: THIGH PADS. i'm not sure how best to implement them... but we need THIGH PADS.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/5/210.page#210</guid>
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				<pubDate><![CDATA[Wed, 5 Jan 2005 12:03:19]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
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			<item>
				<title>Re: Druid Weapon Questions</title>
				<description><![CDATA[ <blockquote>Druid Weapon Questions &nbsp;
		</blockquote>

club, sickle, dart, spear, dagger, scimitar, sling, and staff. what more do you need? ;)]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/22/209.page#209</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/preList/22/209.page#209</link>
				<pubDate><![CDATA[Wed, 5 Jan 2005 11:15:11]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
			</item>
			<item>
				<title>Re: Vehicle Invasion</title>
				<description><![CDATA[ i gotta say, vinv isn't nearly as fun as it used to be, and now takes about 50% longer per map, in my estimation. ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/9/208.page#208</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/preList/9/208.page#208</link>
				<pubDate><![CDATA[Wed, 5 Jan 2005 11:05:27]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
			</item>
			<item>
				<title>Re: FHI disappearance</title>
				<description><![CDATA[ w00t!]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/preList/10/207.page#207</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/preList/10/207.page#207</link>
				<pubDate><![CDATA[Wed, 5 Jan 2005 11:04:38]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
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