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		<title><![CDATA[Latest posts for the topic "Suggestions!!!"]]></title>
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				<title>Suggestions!!!</title>
				<description><![CDATA[ If you have any suggestions for Dru's RPG mut mut, please post them here.   So we can keep it organized :O  

My suggestions: 
-An artifact that teleports you within a certain radius of the closest monster.  This would be especially helpful when you can't find the last rabbit after searching the map for freaking 10 minutes and some of the spectators are always going "OMG just die" while other spectators are saying "I just saw it!  It's over by the- oh wait it's gone.  Let me find it again"

-"Sturdy" modifier to be modifed to include immunity to the Titan affect.  THEN they will <i>acually</i> be useful in invasion.

-"Piercing" modifier to be modified to pierce mercenary and queen shields.  Once again, this would acually make the modifier useful in invasion.  Otherwise we will still be hearing on the server "ANYONE WANT MY PIERCING MINIGUN?" to which I always reply to over the voice comm "HAHAHAHAHAHAHAHAHA that's a good one."

-EXP for healing people.  Though I know this could get exploited pretty easily, and I am hard pressed to think of a system that is exploit free.

-On that thread of thought, how about an increased chance of getting a healing gun!  Right now it's really really really really small, and I've gotten about 5-10 infinites for every healing gun I get.  It should more be the other way around.  Healing guns really help out with the whole team work thing, which I think should be encouraged.

-A new modifier, which is acually <i>slightly</i> related to healing.  A modifer of "Self Preservation" or something like that.  It would be on splash damage weapons, and would make it so you can't hurt yourself with the weapon.   It's unlucky opposite would be of "Self Mutilation" which acually harms the person a fraction of a percent every time they shoot a monster, but can't acually kill the person holding the weapon.

-Make vanilla + weapons more common.  They should be the most common modifier, but it is somewhat rare that I see a regular + weapon.

And that's all I have right now.  Anyone else got suggestions for Dru, though he might not need/want any?

p.s. Thank you Dru for making a great mut mut.]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2004 08:50:25]]> GMT</pubDate>
				<author><![CDATA[ Cloud34]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <blockquote>-On that thread of thought, how about an increased chance of getting a healing gun! Right now it's really really really really small, and I've gotten about 5-10 infinites for every healing gun I get. It should more be the other way around. Healing guns really help out with the whole team work thing, which I think should be encouraged. &nbsp;
		</blockquote>

This can be achieved at the administrator's wishes by modifying the "chance=" value in the ini file. So can the vanilla + weapons you mentioned.]]></description>
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				<pubDate><![CDATA[Fri, 24 Dec 2004 22:04:19]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ some suggestions:

when you hit an ememy, it'd be cool to see how uch damage you dealt. like in msot RPGs, you hit an enemy and like 100 pops up and goes away. it could be  toggled on and off if people don't like it. it's be useful for experience, too.

i've always said this: activated abilites. I was thinking of a lock on type thing, without actually locking on. you just have to have the cursor over the enemy, and a box would come up, "highlighting" then enemy and you have abilities hotkeyed to 1-9 and you just press that number. 

hopefully I'll learn some more uscript  8) ]]></description>
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				<pubDate><![CDATA[Sat, 25 Dec 2004 19:00:09]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Tidu! wrote:</cite><br>
		<blockquote>some suggestions:

when you hit an ememy, it'd be cool to see how uch damage you dealt.  &nbsp;
		</blockquote>

Ok tidu, there is a skill that allows that, doesnt give exact numbers, but gives health bar...]]></description>
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				<pubDate><![CDATA[Sun, 26 Dec 2004 10:07:21]]> GMT</pubDate>
				<author><![CDATA[ Twiggmeister]]></author>
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				<title>Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Cloud34 wrote:</cite><br>
		<blockquote>
...
-A new modifier, which is acually <i>slightly</i> related to healing.  A modifer of "Self Preservation" or something like that.  It would be on splash damage weapons, and would make it so you can't hurt yourself with the weapon.   It's unlucky opposite would be of "Self Mutilation" which acually harms the person a fraction of a percent every time they shoot a monster, but can't acually kill the person holding the weapon.
...
&nbsp;
		</blockquote>
I know you're suggesting it  for a weapon attribute with this modifier but there is already a skill with this effect... Caution - it's like 25% less self damage / level and I think it's 15 starting with increments of 5.  

Your self mutilation sounds more like reverse vampirism :x

"Hey there Skaarj buddy, you want some blood? it's <i>REAL</i> tasty!"


Oh yeah and Twigg, it's Awareness, 20 starting +5 for 2nd level - colored health bars over their heads with the second level being for shields...  making damage popups would pretty much make it kinda less worth it :p

Edit: Durr It's actually Cautiousness with 15% / level starting @ 15 with +5 increments]]></description>
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				<pubDate><![CDATA[Mon, 27 Dec 2004 07:43:51]]> GMT</pubDate>
				<author><![CDATA[ [HYA] Wanker]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ awareness is 20?!?  :evil: 

now I'll have to wait two more levels to get it... it's not worth it 

I just thought it'd look cool to have the numbers popping up for a second and the experience you got. and it shouldn't be a hard script, I don't think :p]]></description>
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				<pubDate><![CDATA[Mon, 27 Dec 2004 07:59:13]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ I dont know why you took off the FHI but I think if people want to play it they should be able 2. You cant play a map unless the Majority of the people playing want to play it. So why not leave it on the Menu]]></description>
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				<pubDate><![CDATA[Mon, 27 Dec 2004 15:19:08]]> GMT</pubDate>
				<author><![CDATA[ Silent Scope]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ Probably because a lot of people don't care for it AND it was difficult to balance the FHI XP with the Invasion XP (In other words, people were abusing FHI - someone was proudly telling me how he could exploit an FHI map and get 3000xp per round)

...
so you have something many people don't like and something which is easy to abuse, hence making its removal (to me) welcome and realistic.


I agree with Cloud that it'd be great if piercing went through merc and Queen shields - going through the enemy (I assume that's what it does?) is very rarely useful. Going through those shields would be VERY useful.

Personally, I want to know two things:
1) Is there a maximum number of artifacts total (Dirty_Deeds says there is and I believe him, but I've forgotten to ask you if so) and what's the max if there is one?
2) Does anyone ever USE a Globe of Invulnerability?



]]></description>
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				<pubDate><![CDATA[Mon, 27 Dec 2004 20:52:27]]> GMT</pubDate>
				<author><![CDATA[ Psion]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Twiggmeister wrote:</cite><br>
		<blockquote><p></p>

		<cite>Tidu! wrote:</cite><br>
		<blockquote>some suggestions:

when you hit an ememy, it'd be cool to see how uch damage you dealt.  &nbsp;
		</blockquote>

Ok tidu, there is a skill that allows that, doesnt give exact numbers, but gives health bar...&nbsp;
		</blockquote>

It's not quite the same.   Awareness more tells you the percentage of health the enemy has left, not so much as how much damage you are doing to it (though that data can be extrapolated), nor how much XP you are getting from it (that data too can be extrapolated).   I think it would be very very very very cool if it DID how the damage and XP popping up in  numbers above the heads of the enemies.

<p></p>

		<cite>Wanker wrote:</cite><br>
		<blockquote><p></p>

		<cite>Cloud34 wrote:</cite><br>
		<blockquote>
...
-A new modifier, which is acually <i>slightly</i> related to healing.  A modifer of "Self Preservation" or something like that.  It would be on splash damage weapons, and would make it so you can't hurt yourself with the weapon.   It's unlucky opposite would be of "Self Mutilation" which acually harms the person a fraction of a percent every time they shoot a monster, but can't acually kill the person holding the weapon.
...
&nbsp;
		</blockquote>
I know you're suggesting it  for a weapon attribute with this modifier but there is already a skill with this effect... Caution - it's like 25% less self damage / level and I think it's 15 starting with increments of 5.  &nbsp;
		</blockquote>

Indeed, but isn't Quickfoot also an ability?  Isn't Vampirism also an ability?  One could postulate that Dru doesn't lose sleep over making weapon modifiers that are already abilities.  

On top of that, my suggested preservation weapon mod would completely get rid of self damage, where as with Caution maxes out at 75%]]></description>
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				<pubDate><![CDATA[Mon, 27 Dec 2004 21:34:37]]> GMT</pubDate>
				<author><![CDATA[ Cloud34]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <blockquote>
...
I agree with Cloud that it'd be great if piercing went through merc and Queen shields - going through the enemy (I assume that's what it does?) is very rarely useful. Going through those shields would be VERY useful.

Personally, I want to know two things:
1) Is there a maximum number of artifacts total (Dirty_Deeds says there is and I believe him, but I've forgotten to ask you if so) and what's the max if there is one?
2) Does anyone ever USE a Globe of Invulnerability?

&nbsp;
		</blockquote>

Going through enemies is penetrating (with hitscan weapons) - I never see it anymore though.

Not sure about max artifacts.

I use it except it runs out too fast grr.

As for the cautious weapon I don't say that Druid wouldn't consider it, I'm just saying it isn't exactly on the A-list for most people.  As for the self mutilation that's just... too evil :p]]></description>
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				<pubDate><![CDATA[Tue, 28 Dec 2004 09:20:08]]> GMT</pubDate>
				<author><![CDATA[ [HYA] Wanker]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Tidu! wrote:</cite><br>
		<blockquote>awareness is 20?!?  :evil: 

now I'll have to wait two more levels to get it... it's not worth it 

I just thought it'd look cool to have the numbers popping up for a second and the experience you got. and it shouldn't be a hard script, I don't think :p&nbsp;
		</blockquote>

If you want to try and code it up, I'm all ears for incorperating it into a skill ;)]]></description>
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				<pubDate><![CDATA[Thu, 30 Dec 2004 10:54:39]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Cloud34 wrote:</cite><br>
		<blockquote>
-"Piercing" modifier to be modified to pierce mercenary and queen shields.  Once again, this would acually make the modifier useful in invasion.  Otherwise we will still be hearing on the server "ANYONE WANT MY PIERCING MINIGUN?" to which I always reply to over the voice comm "HAHAHAHAHAHAHAHAHA that's a good one."
&nbsp;
		</blockquote>

Yeah I talked to Mysterial about this. He said the damage gets zeroed out before he has a chance to catch it. Potentially it's something we could talk to satore about, although I'm still hoping for a fix from him for his 118 pack eating all the CPU on the server...]]></description>
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				<pubDate><![CDATA[Thu, 30 Dec 2004 10:56:51]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ hey how about combining diffrent Magic Items like to make a Unique Item Like the Vampiric mini gun of quickfoot]]></description>
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				<pubDate><![CDATA[Thu, 30 Dec 2004 11:21:03]]> GMT</pubDate>
				<author><![CDATA[ Silent Scope]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ ive asked shan about the max artifacts Psion, and there is a maximum of either 20 or 24.]]></description>
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				<pubDate><![CDATA[Fri, 31 Dec 2004 01:54:02]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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				<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>
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				<pubDate><![CDATA[Wed, 5 Jan 2005 12:03:19]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ posted this at the rpg forum also.  these are some thoughts of mine.

"""
1. The healing super shok SHOULD NOT kill your friendly monsters. 

2. Countershove should be DISABLED by default. 

3. Increasing points per level should be DISABLED by default. 

4. STURDY should be made more available, possibly as an upgrade. 

5. Bonuses should be awarded for deeds, and gameplay style. 
(i.e. players who liberally use healing weapons could eventually gain the ability to heal with any weapons, including superweapons. players who utilize 1 weapon a LOT will gain additional/ less ability to use this weapon--more/less damage, abilities awarded, etc.) 

6. Just like a real rpg, there should always be monsters that are BEYOND THE CAPABILITIES OF LOWER LEVEL PLAYERS. higher point, higher value, higher damaging, more resiliant monsters for veterans. the spawning of these would be based on the levels of players in currently in the server. in addition, lower level monsters (i.e. mantas, krall, flies, pupae) should be invisible/ impervious to vets. 

7. Either resupply needs to be maxed out at level 8-10, or there need to be weapons that regain ammo over time ON THEIR OWN. 

8. There should be a way to modify the ASSAULT RIFLE to have unlimited ammo, or some such, because there is NO WAY to pick up additional ammo for it. 

9. Fitting in with #5, high level players should somehow eventually GAIN abilities such as; REVIVING FALLEN COMRADES, adding weapon bonuses to all friendly players, reducing the level gravity, decreasing damage taken by all friendly players, etc. these abilities allow for a more TEAM BASED approach, which awards players to stick together,and not EVERYONE FOR HIM/HERSELF. 

10. In conjunction with #9, (as this has previously been suggested). these super abilities could be made available after a high-level player resets to level 1. this adds to replay values, and keeps the server interesting, and fresh for vets. it also allows a way to prolong gameplay WITHOUT INCREASING POINTS PER LEVEL. 

11. Artifacts should cost more adrenaline to use as a player's level increases. (how about a resupply artivact, or a resupply combo...) 

12. Ghost should not deposit you in the same perilous location that you just perished in. 


these are just thoughts of mine. dreams, if you will. i've played a LOT of rpg mode invasion, and some rpg assault, ctf, and onslaught. i envision an rpg mutator that is very true to traditional rpgs, in terms of level progressions, abilities, etc. there should be life to rpg mode AFTER level 1000. 

sincerely, and with highest regards, 

your devoted fan--inperfectdarkness

"""

*edit* i realize that at least one of these ideas, (ghost) has been corrected in the new version.  my kudos.]]></description>
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				<pubDate><![CDATA[Tue, 11 Jan 2005 08:19:04]]> GMT</pubDate>
				<author><![CDATA[ inperfectdarkness]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ couple of really cool ideas in there, but a lot of your info is not entirely on the mark.
1. If shove/countershove were disabled by default, then there woukd be no need for sturdy at all.
2. By disabling increasing points by level I assume you mean not increasing the number of xp required to level. This is an absolute must.  When I was a lower level player, I would score between 100-300xp per map. Pretty much since level 60, I've been scoring about 1000xp per map. If you dont increase the number of xp required to level up, higher level players are gonna hit astronomical levels, and thats when the server has to start resetting players .
3. Infinite ammo assault rifles are not a bad idea, but almost every map on the server has ammo for them laying around. As for your point on ammo in general, with resupply 1 and loaded weapons 2 or higher, it is very difficult to run out of ammo with most guns (with the obvious exceptions of the link, and mini)and literally impossible to run out of ammo for them all.
4. Any weapon or weapon combo which can hurt you can also hurt your pet. So any Superweapon healing or otherwise, will kill your pets, not sure of any other weapons or combos with healing that would though.
  Conversely I liked some of numbers 5 and 9.
Hope you enjoy this server, it is one of the best in the UT universe. You will find that constructive ideas are actually looked at and thought through here at disastrousconsequences.]]></description>
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				<pubDate><![CDATA[Tue, 11 Jan 2005 13:28:33]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
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				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ STURDY is helpful, without countershove.  Just ask any newbie who falls into a pit on "dm-training day" because a skaarj shot them 50'.  It could also be made MORE useful, to counteract the effects of: TITAN STOMPS, GRAVITY GUNS, AND REDEEMERS.  Countershove, however, seems to have the nasty side effect of allowing that i'm-gonna-spam-the-whole-level-with-monsters-player---to keep all the other players bouncing around like pingpong balls.  Countershove on a PERSON, isn't bad; countershove on monsters, VERY ANNOYING.

Why on earth would a server have to reset player levels?  The only thing i've seen that slows down a server, is EXCESSIVE SERVER JUMPING.  That's when you have to go in, and delete all the people who logged on, but never play there.  This also fits in exactally with my point about HIGH level monsters.  There should be DIFFERENT and NEW challenges to higher level players.  Even if the goal was to get to x,000 level, and then reset with an ABILITY; that would be better than increasing the exp. required per level.

Increasing the exp. required per level, especially on servers with AUTO MONSTER ADJUST, has a nasty side effect.  DIMMINISHING RETURNS.  Let's say on server "A" (capped at 150 exp) player 1 has 50,000 more points earned than player 2.  This means player 1 is about 333 levels HIGHER than player 2.  This also means, that at 5 attribute points per level, player 1 can have higher weapon speed, higher damage, higher vampirism, etc.

Now on server "B" player 1 also has 50,000 points more than player 2.  however, this is misinformative.  on this server, player 1 is only 20 levels higher than player 2.  Server "B" also has monster adjust at .30  At 5 attribute points per level, player 1 will have to spend 30+ of his 100 points on damage reduction, and damage bonus.  This leaves 70 points to spend, versus the 1500+ on server 1.  70 points does not make a significant difference between player 1 and player 2.

(side note, i do support auto monster adjust.  i find it makes more sense for higher level players, than does increasing exp).

My other point on this?  you may spend your first 5 days on an increasing exp. server, and make it to level 15-30.  you'll spend the next MONTH just doubling your level.  Further down the road, you'll be spending a week, just to get 1 level.  TRANSLATION:  the newer players get more return on their playing time, than a higher level player.  HOW IS THIS FAIR?  Sad to say it, but i haven't found hardly any players on a Increasing exp. servers who have purchased all available abilities, maxed out weapon speed, etc.  At 5 points per level, it takes till about level 1000 for this to happen.  YOU compute how many exp that takes with increasing exp.

If assault rifle ammo is so PLENTIFUL, how come every time i pick up "box of grenades and bullets" my ammo counter for the assault rifle doesn't move?

Healing redeemers will Heal your pets, as far as i know.  The super shok, however, lays waste to them, making it the only HEALING weapon i know of that does this.

finally, i'd like to say this.  I believe it makes more sense to penalize higher level players with more adrenaline required, more adrenaline spent, less summoned monsters, etc, than to require more exp per level.  Higher players should find that leveling happens naturally, but that the focus is on TEAMPLAY, not KILL-AS-FAST-AS-U-CAN-BECAUSE-IT-TAKES-OBSCENE-AMOUNTS-OF-POINTS-TO-LEVEL.

sincerely,

-inperfectdarkness.

p.s.

although i enjoy the mods and mutators, i don't play on disasterous consequences SERVER, because i was not welcomed in using the surname i've used since the beginning of ut2k3.  you can find me at minikurbisfarm, and [fc] server.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#309</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#309</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 06:36:41]]> GMT</pubDate>
				<author><![CDATA[ inperfectdarkness]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ The surname? was it something against the Player Agreement?  :? ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#311</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#311</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 08:21:28]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ maybe he's part of clan [basement] ;)]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#316</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#316</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 14:01:36]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>pauli wrote:</cite><br>
		<blockquote>maybe he's part of clan [basement] ;)&nbsp;
		</blockquote>
LMAO I think Shantara took care of that filter.

You know, we're just not creative (twisted?) enough to think of some of the things people type...]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#321</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#321</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 18:10:11]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ Speaking of the filter if you type in 

"May god rest his soul" it comes back something about the godessess or something.  I thought I typed it in wrong, and being an idiot I typed it again.  Big mistake.  I was banned for the game.  I'm not sure but I think giving last rights to Square should not be a banable offense.  :D ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#323</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#323</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 20:17:27]]> GMT</pubDate>
				<author><![CDATA[ XChosen]]></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">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#324</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#324</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 20:25:19]]> GMT</pubDate>
				<author><![CDATA[ pauli]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ true..true.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#327</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#327</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 21:01:12]]> GMT</pubDate>
				<author><![CDATA[ XChosen]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ X, the chat filter censors the word "god" because most people use it in a fashion that may be offensive to some. In his infinite sense of humor, Dru told it to replace this with "goddess." The person who wrote the chat filter code stated that the new version would allow us to do this (instead of it entering into an infinite loop like it used to).  However, it instead gets confused, tries to enter "goddess" and then replaces the "god" in "goddess" once to = "goddessdess." This will be fixed if we happen to think of it on the next reset. :)
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#329</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#329</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 21:43:42]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ pauli couldnt have said it better myself
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#330</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#330</link>
				<pubDate><![CDATA[Wed, 12 Jan 2005 21:47:41]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ *questionable language*

i've only been known by 1 of 2 names ever since i starting playing fps online, over 7 years ago.

"painfully-large-wang" was a name bestowed upon me during my time playing Team Fortress Classic.  i had used this name for over 4 years, until ut2k3 came out, and it no longer fit in the avatar.

"dickalicious" is a phrase mentioned in a BOB AND TOM radio skit about dick vitale.  it is also tribute to my former title, one that does fit in the avatar.

just so you know,

-inperfectdarkness]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#336</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#336</link>
				<pubDate><![CDATA[Thu, 13 Jan 2005 05:58:07]]> GMT</pubDate>
				<author><![CDATA[ inperfectdarkness]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ I can't imagine why your choice in names would be a problem.

 :roll: 

]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#337</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#337</link>
				<pubDate><![CDATA[Thu, 13 Jan 2005 06:10:35]]> GMT</pubDate>
				<author><![CDATA[ XChosen]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ Okay, raise your hand if you saw that one coming!]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#343</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#343</link>
				<pubDate><![CDATA[Thu, 13 Jan 2005 11:53:25]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ i'm just saying, i've played on 100's of servers for dozens of fps's, using one of these two names.

this is the only time i've ever been pushed out because of it.

i respect an admin's right to censor.  i also feel that such information should be included in the "server title", not just in the "welcome notes".  and in my opinion, "censored" servers don't make a server the "best".  certain players will always need censored, because they run their mouths.  that shouldn't be grounds to punish all players.

now can we get back to my SUGGESTIONS?

-inperfectdarkness]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#355</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#355</link>
				<pubDate><![CDATA[Thu, 13 Jan 2005 18:55:15]]> GMT</pubDate>
				<author><![CDATA[ inperfectdarkness]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>inperfectdarkness wrote:</cite><br>
		<blockquote>i'm just saying, i've played on 100's of servers for dozens of fps's, using one of these two names.

this is the only time i've ever been pushed out because of it.

i respect an admin's right to censor.  i also feel that such information should be included in the "server title", not just in the "welcome notes".  and in my opinion, "censored" servers don't make a server the "best".  certain players will always need censored, because they run their mouths.  that shouldn't be grounds to punish all players.

now can we get back to my SUGGESTIONS?

-inperfectdarkness&nbsp;
		</blockquote>

Nah, I'm not sure we're done with this topic yet.  :twisted: 

Unfortunately, the amount of info you can put in the server title is rather limited, and I found that no one actually reads it or the message of the day.

That's why I spent a great deal of time on writing my PlayerAgreement, so that people would have no choice but to have the rules of our server on their screen for 30 seconds before they could play on it. 

This was code that I didn't particularly enjoy writing, and adds absolutely nothing to the game play, but it solves much of the types of problems that you've brought up.

I often think of it like this: If I had someone in my home, and they said or did something that would compel me to ask them to leave, I take the same stance on my server. We expanded these rules to be more stringent when our contributors asked if their little ones could play with us. 

As far as this punishing all players, I really view it differently than you. I feel that in our space, people have a right not to deal with words that encourage hate, do harm, and are ridden with filth. We choose to create an environment where that is not an issue. 

Don't get me wrong; I'm a firm supporter of the freedom of speech, especially across the Internet. I believe people should be able to set up their own personal space and do what they will with it. In our personal space, as with our home, we define the rules, and people can play by them, or quickly move along.

I'm not actually trying to run the "Best" server. I'm not even trying to run a "Good" server. I'm just trying to run "my" server. I don't really think the type of environment we run needs to be ranked against other servers.

However, if you like the vulgar brassy 16 year old chat-spam-fest ridden public servers, you're welcome to play on them, there's oodles of them out there.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#357</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#357</link>
				<pubDate><![CDATA[Thu, 13 Jan 2005 20:08:33]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>inperfectdarkness wrote:</cite><br>
		<blockquote>i'm just saying, i've played on 100's of servers for dozens of fps's, using one of these two names.

this is the only time i've ever been pushed out because of it.

i respect an admin's right to censor.  i also feel that such information should be included in the "server title", not just in the "welcome notes".  and in my opinion, "censored" servers don't make a server the "best".  certain players will always need censored, because they run their mouths.  that shouldn't be grounds to punish all players.

now can we get back to my SUGGESTIONS?

-inperfectdarkness&nbsp;
		</blockquote>

I know Dru already responded, and the Forum Admin blood that still runs through my veins from years past urges me not to, but I am going to beat the dead horse a bit.

I like swearing.  I swear all the time, especially when I'm using my computer (stupid computer.)  I also make a lot of crude jokes (albeit immature "your mom" and "in Uranus" quality "jokes").  

But the thing is Dru and Shan don't want that stuff on their server.  As it so happens, Dru and Shan are a couple of pretty nice people.  They have put a lot of time and money in to that server that most of us enjoy to play on.   They don't HAVE to do this.   I still am trying to figure out WHY anyone would want to spend soooooo much money (hundred and hundreds and hundreds of $$$) and a lot of time (I have a feeling neither Dru nor Shan are unemployed) on such a thing.

Taking all that in to consideration, the absolute least we could do for Shan and Dru, is to follow their rules when we're on their server.  And the rules are very reasonable.  It's not like they are asking you to give up your first born child or anything just to play on the server. 

If I have to give up swearing temporarily, and my somewhat lewd comments, just to play on this server then so be it.  I just have to make sure not to press "f" when someone steals my weapon maker.

Having to temporarily change your nickname is even less of a problem.  Because no matter what your nickname is, you'll still be the same person.  You'll still have the same skills, or lack thereof, and same model and whatnot. 

And of course as you yourself said, there's 100's of server's out there where your nicks are alright.  I'm sure if it's that much of a problem, you could always just go to another server.


*sough* ermm... on topic... on topic... let's see...

Err, Wil the next version of DruidsRPG contain any suggestions from this thread at all?  ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#360</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#360</link>
				<pubDate><![CDATA[Thu, 13 Jan 2005 20:59:13]]> GMT</pubDate>
				<author><![CDATA[ Cloud34]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ long winded as usual cloud, but right as usual
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#364</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#364</link>
				<pubDate><![CDATA[Thu, 13 Jan 2005 23:56:21]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ im all about gameplay.  names, talking etc, are all peripheral.  I mean, does anyone know what dcs stands for? more importantly, does anyone care? 
although i do really like some of those suggestions, specifically an alternative to 10000 xp per level, quitting a good server cuz they dont like your name is kinda...whatever, your call.
and also your idea of monsters that are too tough for most low level players, or only take damage from high level players, IS A GREAT IDEA! Dru, thatd be sweet! Like huge fiery skaarj from the original UNREAL.
another idea; a map all underwater, but everyone has scubagear, and with the cool fishmonsters from the original game to fight against. maybe bigger fish, and snakes and stuff too? no warlords tho...u cant run from the missiles underwater.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#370</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#370</link>
				<pubDate><![CDATA[Fri, 14 Jan 2005 06:40:10]]> GMT</pubDate>
				<author><![CDATA[ (dof)dcs]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ To much talk.  Either abide by the rules or go someplace else.  ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#371</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#371</link>
				<pubDate><![CDATA[Fri, 14 Jan 2005 09:00:56]]> GMT</pubDate>
				<author><![CDATA[ XChosen]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ Right on Dru. In my opinion, like you said, this is your server in the end. If someone doesn't like the rules, leave. I'm sure that if imperfectdarkness didn't like the rpg, or his ping, etc.. that he had when playing he wouldn't cry about it, he'd find somewhere else to go. I really believe that (darkness's) complaint is petty and I wouldn't lose a minute of sleep if he left. If I may quote one of my favorite movies "don't go away mad, just go away."]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#372</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#372</link>
				<pubDate><![CDATA[Fri, 14 Jan 2005 10:45:58]]> GMT</pubDate>
				<author><![CDATA[ emetakleze]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ ummmm]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#373</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#373</link>
				<pubDate><![CDATA[Fri, 14 Jan 2005 12:01:33]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ how in the heck did this guys thread generate three pages of posts?
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#374</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#374</link>
				<pubDate><![CDATA[Fri, 14 Jan 2005 12:02:13]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ and back to the topic we go! :P
[/offtopic]

remove infinity from shield gun's available magic abilities. infinite shield gun's shield isnt breakable, making you invincible.

since we all know that thats munchkin for a weapon you START with and can NEVER lose..... cmon. :) (probailly something that was overlooked??)

also. lets see an "objective" system.

the next wave starts and a message pops up saying "kill the titan with the blue halo!" the first person that does gets extra XP / good magic item / something.

or, have it a random personal thing. only you can see the halo and its a presonal mission. if the monster dies, have a check in place to notify the player.


another idea for a purchaseable skill. a skill that makes magic items easier to find.

or how about making spacific magic abilities have a higher appearance value.

say i put the abiulity into say... freezing. when i pick the shock rifle, i still have only a 33% chance of it being magic. but the chance of it being a FREEZING magic weapon would be higher.

doing it the second way would also allow you to controll the bonus. (AKA ability: "Vorpral finder" would increase the likelyhood of vorp weapns by 6%, "Energy finder" would increase it by 16%, and "Healing Finder" could increase the chance by 30% [hehe])
make the ability so you cant buy them all too... otherwise the ability would be moot. :)

hope my ideas arent junk! :-D
-BuG-]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#375</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#375</link>
				<pubDate><![CDATA[Fri, 14 Jan 2005 12:42:23]]> GMT</pubDate>
				<author><![CDATA[ BuG]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ thats actually some good stuff, bug
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#388</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#388</link>
				<pubDate><![CDATA[Fri, 14 Jan 2005 19:50:36]]> GMT</pubDate>
				<author><![CDATA[ (dof)dcs]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>(dof)dcs wrote:</cite><br>
		<blockquote>I mean, does anyone know what dcs stands for? more importantly, does anyone care? &nbsp;
		</blockquote>

I care now that you've MENTIONED it. If you hadn't I never would've really wondered. THANKS A LOT ;)

acronymfinder gives the top-ranked meaning for dcs as "defense control system."

So that's my guess.

(I do like "Deer Commission for Scotland" though, another option.)
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#403</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#403</link>
				<pubDate><![CDATA[Sun, 16 Jan 2005 01:09:27]]> GMT</pubDate>
				<author><![CDATA[ Psion]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ another idea...

+3 flak cannon of "titan slaying" anyone?
or "queen slaying"
or "warlord pwnzing"

monster type bonuses. extra damage to monsters of the chosen type.

and plz plz plz

+10 shield gun of nali anillation


:D

-=BuG=-
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#418</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#418</link>
				<pubDate><![CDATA[Mon, 17 Jan 2005 12:25:15]]> GMT</pubDate>
				<author><![CDATA[ BuG]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>BuG wrote:</cite><br>
		<blockquote>another idea...

+3 flak cannon of "titan slaying" anyone?
or "queen slaying"
or "warlord pwnzing"

monster type bonuses. extra damage to monsters of the chosen type.

and plz plz plz

+10 shield gun of nali anillation


:D

-=BuG=-
&nbsp;
		</blockquote>

YES.  

TO ALL OF THAT.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#419</guid>
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				<pubDate><![CDATA[Mon, 17 Jan 2005 13:34:42]]> GMT</pubDate>
				<author><![CDATA[ Cloud34]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ I third the motion!]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#420</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#420</link>
				<pubDate><![CDATA[Mon, 17 Jan 2005 13:35:37]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ The old "Genocide" spell (going back to the Hack days) would be cool if it could be implemented in some form... like a Deemer of Titan Genocide :)]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#422</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#422</link>
				<pubDate><![CDATA[Mon, 17 Jan 2005 13:50:03]]> GMT</pubDate>
				<author><![CDATA[ Spike]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ wha'd genocide do?


abilty: confusion

monster acts confused... attacking randomly, instead of tartgeting for a number of seconds depending in the weap bonus.


another idea thats a lettle out there, a sheild gun ability, makes you invis while the shield is active

        ]]></description>
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				<pubDate><![CDATA[Fri, 21 Jan 2005 12:44:40]]> GMT</pubDate>
				<author><![CDATA[ BuG]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ Genocide refers to eliminating a whole species (i.e. all the titans) - probably with a radius or timer and maybe like the Ultima ability, at time of death.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#466</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#466</link>
				<pubDate><![CDATA[Fri, 21 Jan 2005 13:45:32]]> GMT</pubDate>
				<author><![CDATA[ Spike]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>
I often think of it like this: If I had someone in my home, and they said or did something that would compel me to ask them to leave, I take the same stance on my server. We expanded these rules to be more stringent when our contributors asked if their little ones could play with us. &nbsp;
		</blockquote>

you make an excellent point.  one that i have another personal problem with.  there appear to be more people UNDER the age of 18 playing a M+ (i.e. 17+ rated) game, than those over 18.  even if you declare VERBAL content to be questionable, the entire GAME is not appropriate for "LITTLE ONES".  not that i'm trying to justify anything, but it is somewhat of a double standard.

as far as my name?  how can anyone possibly put me in their "buddies" list, if i have 12 different names that i am forced to play under?

*back on topic*  some good suggestions.  how about MONSTER TAG?  that is, each person would have to FRAG the friendly monster of another player.  you'd also lose points for killing your own.  you could make this run with regular invasion, but have all the friendlies VERY VERY TINY, and hard to see.  you could get bonuses for killing your buddies' monsters, like tokens, or extra points.

btw, has anyone made an add-on monster pack for ut2k4 invasion, featuring the enemies in UNREAL2?

has anyone figured out how to make the 2ndary fire on the healing link actually HEAL?

how about a RANGE ability that extends the threshold on the LIGHTNING ROD?

how about ugrades for the flak to cluster the spread tighter?

how about a reverse-effect gun, that mirrors the environmental effects?  pushes you AWAY from gravity vortexes, pulls you IN to redeemer blasts, counter-countershoves, etc?

how about a memory aiming ability, that automatically aims your shots towards a monster?

how about a gravity vortex, that affects weapon shots...i.e. shok rifle blasts that BEND?

how about a SKILLED-ASSASSIN gun, that increases the points awarded for kills?

i'll stop there for now.  lots of ideas.  let's keep them coming.

-inperfectdarkness.
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#474</guid>
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				<pubDate><![CDATA[Fri, 21 Jan 2005 20:35:56]]> GMT</pubDate>
				<author><![CDATA[ inperfectdarkness]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>inperfectdarkness wrote:</cite><br>
		<blockquote>you make an excellent point.  one that i have another personal problem with.  there appear to be more people UNDER the age of 18 playing a M+ (i.e. 17+ rated) game, than those over 18.  even if you declare VERBAL content to be questionable, the entire GAME is not appropriate for "LITTLE ONES".  not that i'm trying to justify anything, but it is somewhat of a double standard.

as far as my name?  how can anyone possibly put me in their "buddies" list, if i have 12 different names that i am forced to play under?&nbsp;
		</blockquote>

The thing is, is a parent can control whether the game will show gore or not, and can turn off/on mature tuants for the little one.  The only thing that can't be automatically moderated is peoples behavior online.  Hence the rules of conduct and strict enforcement, since little kids (8, 9 years old) DO play on this server on a regular basis.

And for your name- don't flatter yourself.  I doubt there's anyone who plays on this server that would bother adding you as a "buddy".  Even then, there's a simple work around.  Tell them your email.  They can email you, and you can email back with the name to add to their buddy list.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#475</guid>
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				<pubDate><![CDATA[Fri, 21 Jan 2005 21:49:30]]> GMT</pubDate>
				<author><![CDATA[ Cloud34]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ or you could just change your name to john. Hi cloud!
...]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#480</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#480</link>
				<pubDate><![CDATA[Sat, 22 Jan 2005 12:51:28]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ New skill:

Non-duplicated magic - Make it so that you dont ever get a magic type you already have on another weapon. It's very annoying when I have 5 sturdy guns or when i use the magic maker only to get another gun of force or energy when I already have one of those somewhere in my arsenal.

New Charm:

Super Magic Maker (or) Magic Shuffler - Make this one use all adrenaline and then break with each use and when used it changes the magic on all your weapons at once.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#495</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#495</link>
				<pubDate><![CDATA[Sun, 23 Jan 2005 12:51:25]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>cplmac wrote:</cite><br>
		<blockquote>or you could just change your name to john. Hi cloud!
...&nbsp;
		</blockquote>

let's not quibble over the 9 year olds that play gta: san andeas, or that some iteration of mortal combat has been played by pre-teens for ages.  yes, gore can be set to off.  it can also be turned back on just as easily, since it's not password protected--which would require constant parental supervision.  the ESRB has placed ratings on these games for a reason.  i believe that if you're going to be a parent, don't have M+ rated games in the house in the first place...unless aren't trying to unhealthly shelter your kids.  i'd rather be the parent that allows his kid to drink alcohol, underage, at his OWN house, than forbid him from doing so, and he does it where i'm not around.  at least i can KNOW what he's doing. 

as for my name....

it's the same as the first paragraph.  i have my views, you have yours.  i'll live my life my way, you live yours your way.  i'm not asking you to "alter" anything to accomodate my presence on your servers.  i'm not asking anyone on your server to have me on their "buddies" list.  and i'm definately not going to change my name, just to "CONFORM".

i am on this forum for 1 reason.  i like the mutator.  i have suggestions, and am interested in the directions it's heading.  i don't care about the DISASTEROUSCOUSEQUENCES server, just the others i play on that run his mods.  it's like a wise man once said, "even the republicans can have something that appeals to democrats once in a while."

i hope this clears things up.  THIS ISSUE IS DEAD TO ME NOW.

on a different note, i love the idea about super magic maker, vortex.  the non-duplicated magic is ok, but limits the INF and the HEALING you can get.  i'd rather the server admin adjust the % chance of a weapon happening.

i have another idea, how about a vengence skill?  each time you get pushed to your death by another player (shot, countershoved, etc.), that player loses all his adrenaline, ammo, and 1/2 his health.  this makes it actually plausible NOT to buy countershove.  (the stories i have about that countershove, and a little map known as DM-Training Day)

how about an aggrivation skill, especially for deathmatch.  the more damage you take from a specific player, the more effective your weapons become AGAINST that player.

how about an ANTI-TOXIN ability that eliminates being POISONED for 15 minutes?

how about an INDINCARY magic weapon, that causes 10 level up effects on whoever it hits, limiting the visibility as though on fire? (may have to be limited for the minigun)

how about a weapon REVERSE charm, that flips the properties of all your weapons, SIMULATNEOUSLY?  misfortune-->lucky, energy--> draining

how about a matrix-effect charm, that reduces monster speed, and hp by 10% when in your vicinity?

how about cursed charms?  you can't toss them, and they constantly work, may or may not use adrenaline.  ideas:

sap--constantly drains hp/ adrenaline
i.q. loss--1/2 the ability level on all your friendly monsters (max  of lev. 4)
monocular vision--lowers accuracy of all weapons
reduced caliber--less damage from all weapons
adrenal failure--all combo's don't work
mesochistic magnetism--creates a small aura that attracts all projectiles
fatigue--inability to jump at all
ability loss--randomly deactivates 1 or more abilities (imagine no vamp, regen...)

last idea for now, how about a re-training charm, that breaks after use, that allows you to unlearn an ability, even without allowing you to respend those points?

peace,

-inperfectdarkness]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#499</guid>
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				<pubDate><![CDATA[Sun, 23 Jan 2005 14:32:33]]> GMT</pubDate>
				<author><![CDATA[ inperfectdarkness]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ can you do the rest of us a favor, since you dont care for disastrous consequences? Stop posting on the forum where the rest of us disastrous  consequences fans go to discuss and improve OUR favorite server. I can tell you with absolute certainty that if you email unreal@disastoursconnsequences.com with any questions or suggestions, that your email will be answered. You would be saving us all the hassle of navigating your posts, and you would not have to tolerate our lack of tolerance to you. Please, just email your questions and suggestions, they would be going to the same place as the forums anyways. Thank you in advance.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#500</guid>
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				<pubDate><![CDATA[Sun, 23 Jan 2005 15:11:22]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>inperfectdarkness wrote:</cite><br>
		<blockquote>
i am on this forum for 1 reason.  i like the mutator.  i have suggestions, and am interested in the directions it's heading.  i don't care about the DISASTEROUSCOUSEQUENCES server, just the others i play on that run his mods.  it's like a wise man once said, "even the republicans can have something that appeals to democrats once in a while."
&nbsp;
		</blockquote>

I'm a bit confused here... are you suggesting that I'm a republican?]]></description>
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				<pubDate><![CDATA[Sun, 23 Jan 2005 22:05:03]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>inperfectdarkness wrote:</cite><br>
		<blockquote>
i hope this clears things up.  THIS ISSUE IS DEAD TO ME NOW.
&nbsp;
		</blockquote>

Awesome, then I wont need to architect another witty comeback to your <i>entertaining</i> remarks.

I will take your suggestions under consideration, although, the best way to get me to do something is to convince me that it's in the best interest of my server, or to offer positive support (for example, vortex) as opposed to berating my server, our policies, and making wide sweeping assumptions about me. 

 :lol: ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#503</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#503</link>
				<pubDate><![CDATA[Sun, 23 Jan 2005 22:13:11]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>or to offer positive support (for example, vortex)
&nbsp;
		</blockquote>

Of course, vor came up with the idea for a quickfoot weapon, and I though Oh, Cool, That's like a 3 minute project..

16 hours later Shantara wasn't very happy with me placing all of my attention in notepad trying to figure the thing out...

I'm not sure we can let vortex come up with any more cool ideas  :twisted: 

Well ok... maybe just a few  :wink: ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#504</guid>
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				<pubDate><![CDATA[Sun, 23 Jan 2005 22:16:48]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>cplmac wrote:</cite><br>
		<blockquote>can you do the rest of us a favor, since you dont care for disastrous consequences? Stop posting on the forum where the rest of us disastrous  consequences fans go to discuss and improve OUR favorite server. &nbsp;
		</blockquote>

i post on here, because i want to churn the thoughts of more than just 1 person with my ideas.  even if druid doesn't like an idea of mine, it may trigger another idea in someone else.  any improvements are welcome, in my book.

just so we're clear, i'm not hating on yourserver.  i CHOOSE not to play on it.  just like you CHOOSE not to play on any other particular server.  i'm not attributing political party to anyone, i was trying to reinforce my belief, "that people with very differing points of view and goals--can still work together for a greater good."  turn me away, if you wish, but i'm only here because i care about IMPROVING this mutator.  if you care like i do, you're probably open to all suggestions.

this is my form of positive support.  i SUPPORT YOUR MUTATOR.

-inperfectdarkness.]]></description>
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				<pubDate><![CDATA[Mon, 24 Jan 2005 05:38:36]]> GMT</pubDate>
				<author><![CDATA[ inperfectdarkness]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ OMG imperfect.


<span style="font-size: 24px; line-height: normal">READ THE THREAD TOPIC</span>

does it say "wine wine nag nag spamm flame" 
<span style="font-size: 24px; line-height: normal">NO.</span>

if you dont like it, go somewhere else. otherwise, play by the very fair rules.

Dru and Shantara pay for this server out of there own pocket. if they say "no models with blue on them plz" thats THEIR RIGHT.

so please, after 3 1/2 pages of "wine wine nag nag" PLEASE STOP?]]></description>
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				<pubDate><![CDATA[Mon, 24 Jan 2005 12:33:53]]> GMT</pubDate>
				<author><![CDATA[ BuG]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ Not sure if this has been sugested but more types of monsters i could probaly help with the skins but im no good at the anamtions]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#659</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#659</link>
				<pubDate><![CDATA[Fri, 28 Jan 2005 23:14:47]]> GMT</pubDate>
				<author><![CDATA[ peashooter]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote><p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>or to offer positive support (for example, vortex)
&nbsp;
		</blockquote>

Of course, vor came up with the idea for a quickfoot weapon, and I though Oh, Cool, That's like a 3 minute project..

16 hours later Shantara wasn't very happy with me placing all of my attention in notepad trying to figure the thing out...

I'm not sure we can let vortex come up with any more cool ideas  :twisted: 

Well ok... maybe just a few  :wink: &nbsp;
		</blockquote>

.. and finds the occasional bug with help from the crew at my server  :wink: 

I promise to try not to conceptualize anything further that takes more than 2 hours.. but since I'm no coder you'll have to take a gamble on that one]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#663</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#663</link>
				<pubDate><![CDATA[Fri, 28 Jan 2005 23:25:42]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re: Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>v0rTeX wrote:</cite><br>
		<blockquote>
I promise to try not to conceptualize anything further that takes more than 2 hours.. but since I'm no coder you'll have to take a gamble on that one&nbsp;
		</blockquote>

The problem is that the coder often convinces himself it's a 30 minute job.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#689</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#689</link>
				<pubDate><![CDATA[Sat, 29 Jan 2005 10:24:32]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Ejector Seat
 
I think A new idea for a new skill would be "ejector seat". When your vehicle is destroyed you are tossed out of it like an assault level, instead of being killed. Six levels with a 15% chance of being ejected at each level. 

Sacred 
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2010</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2010</link>
				<pubDate><![CDATA[Thu, 17 Mar 2005 16:33:23]]> GMT</pubDate>
				<author><![CDATA[ Sacred Lye]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I dont know much about programing,  but that would be alot to do.  :(]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2012</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2012</link>
				<pubDate><![CDATA[Thu, 17 Mar 2005 16:48:37]]> GMT</pubDate>
				<author><![CDATA[ peashooter]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I think the work would be to find what is different in assualt mode than normal mode that allows you to survive your vehicle being destroyed.  Then Again I am not a programmer either.  

Sacred  :lol: ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2016</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2016</link>
				<pubDate><![CDATA[Thu, 17 Mar 2005 17:42:35]]> GMT</pubDate>
				<author><![CDATA[ Sacred Lye]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ How are these for magic weapons?:

Blinding *weapon*:  Makes the enemy blind, so that it won't see you while you either kill it or escape.  If you become blind, the screen goes black.

Deafening *weapon*:  If an enemy is deaf, it won't react when you fire your weapon.  If you become deaf, you can only hear music but not sounds.

Burning *weapon*:  When if there was a weapon that can freeze, why not a weapon that burns the target.  Works like poison.

]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2657</guid>
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				<pubDate><![CDATA[Sun, 3 Apr 2005 18:01:52]]> GMT</pubDate>
				<author><![CDATA[ Fire_Dragon]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ burning one is taken already by [GU]GjaDn RPG Mod]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2659</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2659</link>
				<pubDate><![CDATA[Sun, 3 Apr 2005 18:46:50]]> GMT</pubDate>
				<author><![CDATA[ SkY]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I seam to remember a mod for burning bullets in 436. It was actually pretty cool.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2665</guid>
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				<pubDate><![CDATA[Sun, 3 Apr 2005 20:33:07]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ How's about, if you're planning on making a fire weapon, make it so that it burns MUCH longer than poison, and make it a non-copy weapon.  That would make it better than poison, but you wouldn't be able to copy it, and it would also help with fighting those titans when you're the absolute last person.]]></description>
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				<pubDate><![CDATA[Mon, 4 Apr 2005 23:38:54]]> GMT</pubDate>
				<author><![CDATA[ DarkestPoet]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Hey SKY do you have a link to [GU]GjaDn RPG Mod so I can see what that has??

Sacred]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2733</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2733</link>
				<pubDate><![CDATA[Tue, 5 Apr 2005 11:14:47]]> GMT</pubDate>
				<author><![CDATA[ Sacred Lye]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ no, because the mod isnt for public. so i dont have permission to give it away, but you can contact him on gamerzunlimited.com ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2734</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2734</link>
				<pubDate><![CDATA[Tue, 5 Apr 2005 11:52:22]]> GMT</pubDate>
				<author><![CDATA[ SkY]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Can you tell me more about it to see if it is worth my time bothering him?

Sacred]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2760</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2760</link>
				<pubDate><![CDATA[Wed, 6 Apr 2005 11:27:32]]> GMT</pubDate>
				<author><![CDATA[ Sacred Lye]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Artifacts :   
<b>Ankh of life giving</b> - gives you health and your exp goes up by 1
<b>Sigl of Baphomet</b> - Monsters fight each other
<b>Experiance pack</b> - gives you some exp

<b>Weapon Upgrade</b> - gives you a magic weapon (same as druids but different) 

Weapons : 
<b>Burning</b> - Burns the emeny foe
<b>Freezing</b> - Freezes the emeny, [no not like druids, when you shoot freezing mini for an example, they dont slow down, they still walk fast but they dont hurt you  :wink: ]
<b>Etheral</b> - splash damage the foe[ i dont know what it is lol]

Misc

<b>Runes</b> : collect x runes and when collected, you will receive a bit of skills, example, 4 runes collected, each rune contain something, +1 Smart healing, +1 Vampirism


i think thats it, i like it alot, using it in my server  :D  ]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2005 11:48:41]]> GMT</pubDate>
				<author><![CDATA[ SkY]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ how about the fire weps, instead of just being like poison, splash a circular area with fire that lasts 5 secs, causing injury to those near or on it?...very similar to gel rifle.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2762</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2762</link>
				<pubDate><![CDATA[Wed, 6 Apr 2005 12:41:40]]> GMT</pubDate>
				<author><![CDATA[ (dof)dcs]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>(dof)dcs wrote:</cite><br>
		<blockquote>how about the fire weps, instead of just being like poison, splash a circular area with fire that lasts 5 secs, causing injury to those near or on it?...very similar to gel rifle.&nbsp;
		</blockquote>

i like that idea, and you mean bio rifle  :wink: ]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2763</link>
				<pubDate><![CDATA[Wed, 6 Apr 2005 12:44:47]]> GMT</pubDate>
				<author><![CDATA[ SkY]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ i would still like to see the big biceps mod. you would run around the map lifting dumbells and the more dumbells you lift the bigger your biceps get  :D then you could crush the monsters!
biceps1

if there is one thing i have learned in life it is: first your pants, then your shoes]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2774</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2774</link>
				<pubDate><![CDATA[Wed, 6 Apr 2005 17:27:34]]> GMT</pubDate>
				<author><![CDATA[ biceps1]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ How about something to do with Power Jump skill incorporated into the weapons? 

Jump:
Each+ or - adds a 10% increase in jumping ability and 10% more damage.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2811</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#2811</link>
				<pubDate><![CDATA[Thu, 7 Apr 2005 05:33:37]]> GMT</pubDate>
				<author><![CDATA[ Smokes]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Adding Double Kill/triple kill/multi kill for monsters

getting exp points for the above stated

getting exp points based on how many real points you had

:)]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3079</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3079</link>
				<pubDate><![CDATA[Sat, 16 Apr 2005 22:03:16]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Hmm the only problem i see with getting exp bonuses for real points you have is that it kinda makes it unfair on lower levels.  When you get exp on damage basis then you will get exp on anything you hit, even if a higher level comes up and blows away the rest of it.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3081</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3081</link>
				<pubDate><![CDATA[Sun, 17 Apr 2005 00:40:45]]> GMT</pubDate>
				<author><![CDATA[ [BGE]Cha-Chi]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ You got that right cha-chi. And to really drive home the point, I have awareness 2, I can walk into a room full of titans and just kill the ones with no health left, and poach the rest as they get damaged. It would be really unfair.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3086</link>
				<pubDate><![CDATA[Sun, 17 Apr 2005 16:05:12]]> GMT</pubDate>
				<author><![CDATA[ cplmac]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Good ideas going on here if anyone cares:
<a href='http://www.dawga.com/modules.php?name=Forums&file=viewtopic&t=1179' target='_new' rel="nofollow">http://www.dawga.com/modules.php?name=Forums&file=viewtopic&t=1179</a>

]]></description>
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				<pubDate><![CDATA[Wed, 20 Apr 2005 07:54:42]]> GMT</pubDate>
				<author><![CDATA[ Smokes]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ I'd like to see some more magic properties too.

I like the Power Jump idea.

Weapon of Sacrifice.  Does 20% more damage per +, but takes 1 point of health per +.  Sort of a reverse of vamp, but with a bigger damage bonus to make it usable, but costly.  Maybe prevents vamp/regen from working while using it?

Pulling Weapon.  'Knockback' that pulls the target toward you.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3153</link>
				<pubDate><![CDATA[Thu, 21 Apr 2005 16:42:12]]> GMT</pubDate>
				<author><![CDATA[ Peldor]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ What about an one-shot artifact that acts like the Resurrection skill?  Burns your adrenaline down slowly, and if you die while it's active, you get resurrected.  Possible or no?  It'd be great for the pesky titan waves.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3436</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3436</link>
				<pubDate><![CDATA[Wed, 4 May 2005 15:13:25]]> GMT</pubDate>
				<author><![CDATA[ Peldor]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ This thread seems to have gone quiet, and I was enjoying reading it, so I thought I'd open it up again. So, some suggestions, all of which are probably impractical.

Should Vorpal weapons have an increased chance of instagib on a headshot? (Does the concept of headshot exist against monsters?)

I can't remember if I have seen this one here or not - I couldn't find it when I looked. Apologies if I am duplicating. Have an artifact that just increases the current weapon by +1. Use once then it disappears.
I tend to use the flak all the time (boring I know!!). Once I get to a +2, I am reluctant to use a magic weapon maker on it in case it gets worse. You would probably need to add a * at the end.

I like invasion because we all work together as a team. As others have mentioned earlier, it would be good to have more exp points being awarded for actions that help the team.
Healing others has already been mentioned. If you limited +exp so it was only given when you increased the health of someone else (not just hit them with it), and limited it to a max of 10 per wave it wouldn't be abused too much, but would give a bit of a reward.
Also, it would be good to reward people for giving good weapons to others. You would probably have to limit it to only scoring for weapons with a * in, to prevent abuse.

Anyway, Druid's done a fantastic job up to yet. I'm looking forward to whatever is in the next version.
]]></description>
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				<pubDate><![CDATA[Fri, 20 May 2005 15:42:52]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ How about a simple letter and + or - number above the weapon HUD so I don't have to scroll through each weapon I have to find out which one is the best.  like F+3 above a link gun which means its a Freezing Ling Gun +3 so I don't have to select it to see what it is.  This is cuz I have the loaded weapons skill.]]></description>
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				<pubDate><![CDATA[Sun, 22 May 2005 17:01:13]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I hear ya on that one. That might be a good one to take over to Mysterial's forum since he writes the core of the RPG. What I usually do is right after I spawn, I hit the backtick (`) key to open the console and the console lists all the weapons I was given.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3858</link>
				<pubDate><![CDATA[Sun, 22 May 2005 18:13:54]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I definately like edomingox's suggestion.  It'd just be more convenient rather than having to keep switching your weapons.  Usually if I have the same weapons for awhile I get caught up in using one or two most frequently, therefore I forget what others I have.  I think that idea is well worth pursuing! ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3859</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3859</link>
				<pubDate><![CDATA[Sun, 22 May 2005 18:22:38]]> GMT</pubDate>
				<author><![CDATA[ Pyramidion]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Here's a suggestion.  not sure if its been suggested or not.  

How about quests....

Like in the beginning of the map it will display a quest.  I.E.  Kill 4 rabbits, find 5 artifacts, use a triple damage with the unreal damage, kill 30 creatures with shock combo only, get a monster kill combo, score 100+ points in a single wave, etc.  

and when each quest is complete you get xp for it.  like maybe just 100 or so depending on the difficulty.  when a quest is complete then you get a new quest throughout the map, or each quest is done on 1 quest per wave.   I think this would expand the goal for doing things out of the ordinary for extra xp, which you are not forced to do anyways.  it can be displayed in the corner like during assault maps.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#3914</link>
				<pubDate><![CDATA[Wed, 25 May 2005 21:09:03]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>[BGE wrote:</cite><br>
		<blockquote>Cha-Chi]Hmm the only problem i see with getting exp bonuses for real points you have is that it kinda makes it unfair on lower levels.  When you get exp on damage basis then you will get exp on anything you hit, even if a higher level comes up and blows away the rest of it.&nbsp;
		</blockquote>

1_word...._DEEMER!
space_bar_ain't_working_on_this_computer_lol]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2005 07:11:34]]> GMT</pubDate>
				<author><![CDATA[ macadamia]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>macadamia wrote:</cite><br>
		<blockquote><p></p>

		<cite>[BGE wrote:</cite><br>
		<blockquote>Cha-Chi]Hmm the only problem i see with getting exp bonuses for real points you have is that it kinda makes it unfair on lower levels.  When you get exp on damage basis then you will get exp on anything you hit, even if a higher level comes up and blows away the rest of it.&nbsp;
		</blockquote>

1_word...._DEEMER!
space_bar_ain't_working_on_this_computer_lol&nbsp;
		</blockquote>

yeah, i was kinda on a computer at school when i typed that message.  :lol: ]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2005 18:39:55]]> GMT</pubDate>
				<author><![CDATA[ macadamia]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Morph charm, changes you in to a random monster or object for the duration of your adrenaline.  I don't mind coding it if I had some pointers.  I heard of a mutator out there that lets you change, but I'm not sure if it's the same thing I'm mentioning here.

It would have to change you real-time and return you after the time, changing your collision height/radius, static mesh, and skin.

What do you guys think?]]></description>
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				<pubDate><![CDATA[Thu, 16 Jun 2005 14:44:25]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!! Weapons tech charm</title>
				<description><![CDATA[ Weapons tech charm
This would have the ability to take atrabutes of two weapons of the same kind and make them one.
example=

 [flak null entropy 6] + [flak 4 of infinity] = [null entropy flak 5 of infinity]
 [knockback 6 shock] + [vorperal 10 shock] =[knockback vorperal 8 shock]

If use it second time on your new weapon, your weapon will take on the new atribute but randomly loss one of the origonal attributes

things that will not be able to be mixed 
null entropy with frezzing
poisened with healing

u will not be able to use this with a ammo depleted weapon

adrenelen must = 150 or greater

if weapons have plus one there should be 2% chance of misfire or revertining back to the origonal attribute
+2 = 4%
+3 = 8%
+4 = 16%
+5 or greater = 32%

charm would look like a ordinary bolt or screw

Since some one would have to give u a weapon for this to be possible u can only copy the weapon made once and u should give them the copy

these are all just ideas

I am a coder but unreal editor is new to me

please help me if u can]]></description>
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				<pubDate><![CDATA[Fri, 17 Jun 2005 09:50:39]]> GMT</pubDate>
				<author><![CDATA[ auqalung77]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ sounds like quite a feat  :D   

if you plan on doing it, first make the ability to have a "null flak +5 of infinity" then once you are able to make the weapons, then work on the charm.  If you can get the weapons made, the charms will be easy. 

This idea has been brought up multiple times different places (for the weapons) but I think you'd have to make a new class for each "custom" weapon and manually merge the abilities in the code.

Just for the fun of it, post a list of modifiers that you would put together, I'm curious  :D  You don't need to post any weapon or + info, just like:

null infinite
healing penetrating

but keep in mind, you can't have anything too powerful or it throws the game out of wack.  for instance, a poison sniper +4 tears people up, you wouldn't want to add much to that one if anything at all.

Also, whichever appearance you want on the weapon, list that first (ie: null infinite would be a black weapon, not translucent).

I've been lazy but I'll probably be making a weapon of powerjump (similar to quickfoot) shortly.  

If you can come up with a good list, I would be willing to help you out, or even do it myself if you're not familiar with unrealscript enough to do.  You can have modifiers in the game, not have them listed in the ini (so people cannot get them normally) and you can still create the weapons in-game.  I know this for a fact, I've made a few weapon modifiers and tested it out.

All of the "new" weapons you list should be OneDropWeapons, and possibly even set it so you can't drop them either (like a shield gun or a negative weapon).

The more I think of it, this idea isn't that hard to do at all, you just need to manually code the new "combined" weapons.  Then the charm part would be easy too.]]></description>
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				<pubDate><![CDATA[Fri, 17 Jun 2005 10:32:21]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ not sure if it's been said, but:

what about an artifact that reduces the rate at which adrenaline is used, when it is activated?  you could call it the ECONOMIZER (in homage to FF6).]]></description>
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				<pubDate><![CDATA[Fri, 17 Jun 2005 11:53:48]]> GMT</pubDate>
				<author><![CDATA[ inperfectdarkness]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Well, I went ahead and did it, I will be updating with it on DAWGA this coming thursday.  

I made a charm that turns a weapon in to a "Double" modified weapon, for instance, if you have a flak, you have a chance of getting a "Lucky Flak of Energy +3".]]></description>
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				<pubDate><![CDATA[Sun, 19 Jun 2005 16:55:10]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Cool! I wish I played on DAWGA more, but I like DC better. I think that it would be cool to have an artfact that combined weapons like that. 

Just think of some of the weapons you could get:
INFINTE VAMP MINI +6!!!! :D  :D ]]></description>
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				<pubDate><![CDATA[Sun, 19 Jun 2005 20:16:42]]> GMT</pubDate>
				<author><![CDATA[ PoisonMushroom]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>PoisonMushroom wrote:</cite><br>
		<blockquote>Cool! I wish I played on DAWGA more, but I like DC better. I think that it would be cool to have an artfact that combined weapons like that. 

Just think of some of the weapons you could get:
INFINTE VAMP MINI +6!!!! :D  :D &nbsp;
		</blockquote>

Vorpal Shock Rifle of Quickfoot +10!!!!!!!]]></description>
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				<pubDate><![CDATA[Mon, 20 Jun 2005 10:47:00]]> GMT</pubDate>
				<author><![CDATA[ macadamia]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ or better yet a draining energy +1  :P ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#4617</guid>
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				<pubDate><![CDATA[Mon, 20 Jun 2005 11:31:32]]> GMT</pubDate>
				<author><![CDATA[ Mr.Clean(TM)]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ lol, yeah, I don't aim to take anyone away from here, I know of a couple players that have gone both ways, and at least one (Liztara) that's tried to stir things up on both servers.  Both servers have their strengths.

  I'll be toning down some of the dual weapons though, cause somehow, I think a vorpal shock of quickfoot +10 may provide some slight edge of an advantage.

I have everything spawn off a charm, and the charm is designed to only appear in invasion/invasion2003, so some of these overpowerful weapons don't make PvP unbalanced.  They certainly are fun to play around with though.  Of course, being an admin, I coded in the ability to give myself any weapon I want with a + or - of any number I put in, so not that I would, but I could go in a map and give everyone a "Lightfoot Shield Gun of Quickfoot +20" and watch them all jump around like crazy people.  Best explained w/ an analogy. 

Quickfoot weapon : Quickfoot ability :: lightfoot weapon : powerjump ability

Each + or - of lightfoot is like having or losing a level of powerjump, stacks with your abilities.  The dual lightfoot/quickfoot weapon stacks with both your quickfoot and powerjump abilities and adds a % of iron legs so you don't get hurt when you fall from your higher peak jump.  In-game I restrict the weapon to -5 to +5, anything outside that has to be created by an admin.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#4618</guid>
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				<pubDate><![CDATA[Mon, 20 Jun 2005 12:15:52]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>bushbomb wrote:</cite><br>
		<blockquote>lol, yeah, I don't aim to take anyone away from here, I know of a couple players that have gone both ways, and at least one (Liztara) that's tried to stir things up on both servers.  Both servers have their strengths.

  I'll be toning down some of the dual weapons though, cause somehow, I think a vorpal shock of quickfoot +10 may provide some slight edge of an advantage.

I have everything spawn off a charm, and the charm is designed to only appear in invasion/invasion2003, so some of these overpowerful weapons don't make PvP unbalanced.  They certainly are fun to play around with though.  Of course, being an admin, I coded in the ability to give myself any weapon I want with a + or - of any number I put in, so not that I would, but I could go in a map and give everyone a "Lightfoot Shield Gun of Quickfoot +20" and watch them all jump around like crazy people.  Best explained w/ an analogy. 

Quickfoot weapon : Quickfoot ability :: lightfoot weapon : powerjump ability

Each + or - of lightfoot is like having or losing a level of powerjump, stacks with your abilities.  The dual lightfoot/quickfoot weapon stacks with both your quickfoot and powerjump abilities and adds a % of iron legs so you don't get hurt when you fall from your higher peak jump.  In-game I restrict the weapon to -5 to +5, anything outside that has to be created by an admin.&nbsp;
		</blockquote>

just to make note, i was just making a joke, i've never played on the DAWGA server before.]]></description>
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				<pubDate><![CDATA[Mon, 20 Jun 2005 12:43:47]]> GMT</pubDate>
				<author><![CDATA[ macadamia]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ yeah, that part was directed more towards the guy that said he did.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#4626</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#4626</link>
				<pubDate><![CDATA[Mon, 20 Jun 2005 19:02:03]]> GMT</pubDate>
				<author><![CDATA[ bushbomb]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ why not just make weapons that mimic skills, it has already been done with vampirism and engery and quickfoot.  You can make weapons such as regeneration, i.e. Link Gun of Regeneration +2 (+2 hp per second).  Doing it that way you can create about 9 more weapon types.  And to even it out, you can curse some of them too, like a Link Gun of Inhibiting -2 (-20% damage and inhibits certain skills, or maybe all skills from working).]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#5152</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#5152</link>
				<pubDate><![CDATA[Sat, 2 Jul 2005 16:05:25]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[  Sorry did not read the whole thread so this might have been done. Here is my suggestion for a new weapon type, charity. Any weapon (say minigun of charity) would give half the XP earned by the user to the lowest level person on the map. (If pets can earn XP for you why not other players?) I know what your gonna say "I'm not giving any of my XP to some nOOb to blow on iron legs and air master!!" but here is the hitch any weapon of charity would automatically be +10 (wOOt). So while your chewing threw titans in 5 seconds with a mini of charity and killing queens with 2 rockets from a charity rocket launcher some poor level 3 shlub is really getting a hand. I think it would foster team sprit and make friends. They would probably have to be as rare a vorpal weapons I guess. 

other suggestions:

Do away with monsters as pets and use something else. I am tired of wasting ammo on a warlord because I can?t see its halo. Also, pets trying to follow you get caught in all types of stupid situations (like the razor fly that screws up an elevator for 3 rounds or the warlord that gets stuck in the ceiling). I suggest droids. If you were to get a droid builder charm (because we have done away with monster summoning get it) and spend your adrenalin it could be like this, 0-75 adrenalin is the guard post droid it stands still and shoots any monster in sight with twin mini guns, 75 -125 adrenalin is the rover, moves slowly (and somewhat on it own AKA it does not follow you) but has a mountain of hit points and twin flack cannons. Spending 125 an up in adrenalin gets you the A.I.R (artificially intelligent raptor) droid and it is what it says, a raptor (although much smaller (or raptor like)) with the same weapons and such.


the line to start calling my sugestion silly starts here.]]></description>
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				<pubDate><![CDATA[Thu, 7 Jul 2005 21:42:51]]> GMT</pubDate>
				<author><![CDATA[ klok718]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Charity is a good idea.  But I would make it a cursed weapon instead.   

The pet idea about them being dummies, i think, is because the A.I. for them is not too aggressive, so they tend to stand around and not do anything when your warlord is in the middle of 5 other warlords and just chuckling.  They just need to figure out how to get the monsters to roam on their own, or to at least attack any enemy on sight.

Iron legs and airmaster is like pajamas, you won't buy them yourself but you won't return them if someone else buys it for you.]]></description>
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				<pubDate><![CDATA[Thu, 7 Jul 2005 21:58:04]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>
Iron legs and airmaster is like pajamas, you won't buy them yourself but you won't return them if someone else buys it for you.&nbsp;
		</blockquote>

that should be a sig!!!]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#5556</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#5556</link>
				<pubDate><![CDATA[Thu, 7 Jul 2005 22:09:40]]> GMT</pubDate>
				<author><![CDATA[ klok718]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I'm wondering if you can change the point distribution for Max Adrenaline.  I notice it only goes up 1 for 1 while Max Health goes up 2 for 1.  Can you make it match since they are both prime attributes for each class?  Wouldn't that be more fair?]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6314</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6314</link>
				<pubDate><![CDATA[Sun, 24 Jul 2005 17:52:10]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>I'm wondering if you can change the point distribution for Max Adrenaline.  I notice it only goes up 1 for 1 while Max Health goes up 2 for 1.  Can you make it match since they are both prime attributes for each class?  Wouldn't that be more fair?&nbsp;
		</blockquote>

I thought about it, but the problem is that the code to do this is deep in UT2004RPG and would be difficult to override without copying huge chunks of UT2004RPG out. Instead we just lowered the costs of the adrenaline skills to compensate.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6319</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6319</link>
				<pubDate><![CDATA[Sun, 24 Jul 2005 19:40:19]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ is there a way to get the artifacts that are displayed on the screen to select to move down a little bit?  

When people chat, their portrait is shown on the left for an instant.  But their name is overlapping the artifact and its name also.  If there is a way to move the artifact display down just a tad, that would be great.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6432</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6432</link>
				<pubDate><![CDATA[Wed, 27 Jul 2005 21:41:34]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>is there a way to get the artifacts that are displayed on the screen to select to move down a little bit?  

When people chat, their portrait is shown on the left for an instant.  But their name is overlapping the artifact and its name also.  If there is a way to move the artifact display down just a tad, that would be great.&nbsp;
		</blockquote>

This one is also buried in UT2004RPG, although, I dont have this same problem... What resolution is your screen at?

You could report this over on mysterial's forums: http://mysterial.linuxgangster.org/forum/viewforum.php?f=6]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6489</guid>
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				<pubDate><![CDATA[Thu, 28 Jul 2005 20:40:37]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ i forgot.  probably at 1600x1200.  i'd have to double check sometime.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6515</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6515</link>
				<pubDate><![CDATA[Fri, 29 Jul 2005 17:18:42]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ I think this is the right thread.  We were just talking about something to possibly add.  Dirty and CPL both agreed it could be a nice thing and would help lower Dru's overworking from the player resets.

What if you added a feature in the stats that would let a person sell back (remove) a skill from their profile?  This would let people try stuff and not be so timid about trying to find a different path.  I don't feel there should be any penalty (like a 2:1 sell back on the points) or anything.  It would really decrease the time that you are spending on our resets Dru.  Although, I have no idea how hard this would be to incorporate.

I could go into more detail and I'm sure all those watching this thread could add/subtract to the idea.  
How feasable is this Dru?

]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6652</guid>
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				<pubDate><![CDATA[Mon, 1 Aug 2005 20:25:15]]> GMT</pubDate>
				<author><![CDATA[ acydreign]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>acydreign wrote:</cite><br>
		<blockquote>I think this is the right thread.  We were just talking about something to possibly add.  Dirty and CPL both agreed it could be a nice thing and would help lower Dru's overworking from the player resets.

What if you added a feature in the stats that would let a person sell back (remove) a skill from their profile?  This would let people try stuff and not be so timid about trying to find a different path.  I don't feel there should be any penalty (like a 2:1 sell back on the points) or anything.  It would really decrease the time that you are spending on our resets Dru.  Although, I have no idea how hard this would be to incorporate.

I could go into more detail and I'm sure all those watching this thread could add/subtract to the idea.  
How feasable is this Dru?&nbsp;
		</blockquote>

Here-here.  This would be a boon.  I've been thinking about trying out the new class you coded Dru and haven't asked for a reset 'cause I know it takes away from your play time.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6663</guid>
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				<pubDate><![CDATA[Mon, 1 Aug 2005 20:59:31]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ In order to make selling back abilities an option, whether it be at full value or penalty to the seller, would require modifying the RPG core. 

I am pretty sure Druid isnt willing to do that at this point.

I agree with Mysterial about this topic. You should have to put thought into what you purchase before you do. Thats all part of any RPG. The only caveat to this is that with Druids file there are separate paths to choose. I wouldnt disagree with the ability to reset the exclusive skills that he has added. But thats all.

My final opinion is this:

If you are a rookie or its your first time going through all of this on the DC server, pick Loaded Weapons,

If you are a veteran of UTRPG, pick Loaded Artifacts if you want more challenge, and dont complain if its harder. Just man up and make it work.

 :D 

P.S. Is the 166 (or newer) version ready for release yet? I want to try Loaded Artifacts on my server.]]></description>
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				<pubDate><![CDATA[Mon, 1 Aug 2005 21:27:55]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Well that's icky... 

but to reply to your opinions... I believe the same.
But...
  I was thinking of this more for those people that come on the server, start playing.. drop their pts into whatever... thinking DC is just another ho-hum server.  Then they realize how kick booty it is and want to build a nice character.   That's where they always ask in game about reseting stats and we send them to Dru.  :)  The bad part is they never seem to make it to the forums until level 25 or something =)

Just trying to save Dru time in the long run...  
but hey.. if it's not possible.. it's not possible =)

Guess that means we can still maliciously prey on the little scavengers and forcefeed them to Dru and watch them beg for restarts :)
*hehe*  **== 
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6687</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6687</link>
				<pubDate><![CDATA[Tue, 2 Aug 2005 17:15:17]]> GMT</pubDate>
				<author><![CDATA[ acydreign]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ (just some suggestions) :D 

hi im wild dog im sure you have seen me in your server a little... but any way here are some of my suggestions 

i thout that when you turn a level up that 7 was kind for stat points low i think it would me easyer for every one if it was at least 10 but  that is my opinion.

i also thought that the exp was really hard the get to the highr level you are i think it shoud me just a little lower to make it easy for the new people the become good at the game and get their confedece up by seeing their level go up but this also is only my opinoin

ty for reading this

wild_dog  :D ]]></description>
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				<pubDate><![CDATA[Thu, 4 Aug 2005 20:32:57]]> GMT</pubDate>
				<author><![CDATA[ wilddog]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>wilddog wrote:</cite><br>
		<blockquote>ty for reading this &nbsp;
		</blockquote>

I had to read it more than once.  

new suggestion, type it up in Word and spell check, then paste it here.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6839</guid>
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				<pubDate><![CDATA[Fri, 5 Aug 2005 17:05:36]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ My suggestion, getting rid of the OneDropWeapon thing on the new weapons, or at least giving admins some choice in the matter.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6849</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#6849</link>
				<pubDate><![CDATA[Sat, 6 Aug 2005 00:10:23]]> GMT</pubDate>
				<author><![CDATA[ Trixter]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I think I brought up the rearview mirror skill suggestion once. I'm looking around on several sites for coding tips, but basically what the skill does is replace the transparent blue radar circle with a view of what's behind you. Replacing the radar map altogether with a rearview circle sounds too complicated, so I'm thinking of trying to code a transparent mirror effect that overlaps with the radar. The idea is you cookie cutter a mirror effect on top of the radar circle, so you see what's behind you. One of the problems would be overlapping transparencies (the radar + the rearview image + the actual screen), so I'm making a test map in UEd to see how well that turns out. 

Something simpler with the same effect would be a far sight skill. All that does is increase the viewing distance from your character slightly when you switch to third person with the default F4 key (just far enough to see those nalis creeping up on you, hehe).]]></description>
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				<pubDate><![CDATA[Sat, 6 Aug 2005 14:45:49]]> GMT</pubDate>
				<author><![CDATA[ Dr.Stimpack]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ i noticed that you can sometimes hold 2 weapons of the same type.  but sometimes it happens and sometimes it doesnt.  maybe we can make a skill that allows that.  problem is that i dont know what the skill progression would be.  the advantage i can see with having the skill is that you can keep that healing flak +1 and switch back to the knockback flak +6 to do real damage.  maybe you can just price the cost real high, like 30 points.

is there a reason this suggestion gets one star?]]></description>
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				<pubDate><![CDATA[Sat, 6 Aug 2005 19:09:02]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Actually you can always do that. The tricky part is having someone give you one of their weapons.

If you have a healing mini gun, just get someone to toss you a minigun of infinity and you can switch between the two. Its part of the game and therefore doesnt need to be made into a skill.

But like I said, you have to get either someone to give you a second weapon of one kind, or pick it up when they die. Because the game wont let you pickup a second one from a weapon pickup spot.]]></description>
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				<pubDate><![CDATA[Sun, 7 Aug 2005 09:53:46]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I would still love to see an 'inventory' command. 

How many times do you hear someone say "oh I had a magic weapon maker!"  or  "Oh wow.. I have a vamp shock +7 and didn't know it"

Just be nice to get a quick look at what weapons (with magic and modifiers) and what artifacts you have currently.  
If I knew how to code, I'd try to do this one myself.

On another note.. the rearview mirror would be kinda nice.  But I think if you have it, perhaps it can get 'knocked out' if you get nailed in the back of the head or something.  Would make it more fun =)
or if you were less than 50% health, it would turn off because you were too injured.

lol
]]></description>
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				<pubDate><![CDATA[Sun, 7 Aug 2005 14:31:01]]> GMT</pubDate>
				<author><![CDATA[ acydreign]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>v0rTeX wrote:</cite><br>
		<blockquote>If you have a healing mini gun, just get someone to toss you a minigun of infinity and you can switch between the two. Its part of the game and therefore doesnt need to be made into a skill.&nbsp;
		</blockquote>

it only works when someone dies for some reason.  otherwise, you have to toss your current weapon when someone passes it to you.

I'd like to see a denial level 3...  you keep all your weapons.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7046</guid>
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				<pubDate><![CDATA[Tue, 9 Aug 2005 23:32:05]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>I'd like to see a denial level 3...  you keep all your weapons.&nbsp;
		</blockquote>

Keep all you positive weapons!

]]></description>
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				<pubDate><![CDATA[Wed, 10 Aug 2005 13:40:06]]> GMT</pubDate>
				<author><![CDATA[ Fraggerman]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Fraggerman wrote:</cite><br>
		<blockquote><p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>I'd like to see a denial level 3...  you keep all your weapons.&nbsp;
		</blockquote>

Keep all you positive weapons!

&nbsp;
		</blockquote>


How about reserve slot peoples getting a special denial level that they always load with their weapon of choice, excluding * weapons.  =)
(i.e. I would probably load with a flak +3 energy)]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7068</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7068</link>
				<pubDate><![CDATA[Wed, 10 Aug 2005 17:55:45]]> GMT</pubDate>
				<author><![CDATA[ acydreign]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>acydreign wrote:</cite><br>
		<blockquote><p></p>

		<cite>Fraggerman wrote:</cite><br>
		<blockquote><p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>I'd like to see a denial level 3...  you keep all your weapons.&nbsp;
		</blockquote>

Keep all you positive weapons!

&nbsp;
		</blockquote>


How about reserve slot peoples getting a special denial level that they always load with their weapon of choice, excluding * weapons.  =)
(i.e. I would probably load with a flak +3 energy)&nbsp;
		</blockquote>
hmm, interesting ideas guys.. ]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7089</link>
				<pubDate><![CDATA[Wed, 10 Aug 2005 22:23:52]]> GMT</pubDate>
				<author><![CDATA[ Deunan]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ sorry,
making something just possible for a specific group of players is AFAIK impossible,
because then all the players would be capable of buying it because there is only once list,

through with a lot of editing it might be possible just that it has to be pointing through name or ID or something alike, but to code this, it wil take a lot of time and it may even be without any results, i wount code it if i were druid, or maybe i would :), just for the challenge of it :P.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7091</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7091</link>
				<pubDate><![CDATA[Thu, 11 Aug 2005 06:04:05]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ why dont you make some baby titans for people to have as pets since the regular ones kill their owners there are giant bugs why not tiny titans?]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7293</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7293</link>
				<pubDate><![CDATA[Tue, 16 Aug 2005 20:47:18]]> GMT</pubDate>
				<author><![CDATA[ Nonya-Biz]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Nonya-Biz wrote:</cite><br>
		<blockquote>why dont you make some baby titans for people to have as pets since the regular ones kill their owners there are giant bugs why not tiny titans?&nbsp;
		</blockquote>

I'd actually quite like to see that.  :D ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7302</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7302</link>
				<pubDate><![CDATA[Wed, 17 Aug 2005 05:32:10]]> GMT</pubDate>
				<author><![CDATA[ Eyesore]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ and how about a type of weapon that has lock on and can only turn 10% per positive number like link of homing +5 wouldent work on all modes but it would be cool]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7445</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7445</link>
				<pubDate><![CDATA[Sun, 21 Aug 2005 16:57:24]]> GMT</pubDate>
				<author><![CDATA[ Nonya-Biz]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Nonya-Biz wrote:</cite><br>
		<blockquote>why dont you make some baby titans for people to have as pets since the regular ones kill their owners there are giant bugs why not tiny titans?&nbsp;
		</blockquote>

<p></p>

		<cite>Eyesore wrote:</cite><br>
		<blockquote><p></p>

		<cite>Nonya-Biz wrote:</cite><br>
		<blockquote>why dont you make some baby titans for people to have as pets since the regular ones kill their owners there are giant bugs why not tiny titans?&nbsp;
		</blockquote>

I'd actually quite like to see that.  :D &nbsp;
		</blockquote>

wel, i rether think the titan problem aint fixable by lowering just the model size,
it also has to with collision materials,
and spawning location problems
since making the titan as small as a pupae still wont fix it,
because its geometry, weight everything stays the same exept for its 'shown' size.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7446</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7446</link>
				<pubDate><![CDATA[Sun, 21 Aug 2005 18:39:31]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ dont make me create one to sick on you o.o
"go steven smash the non-believer"]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7481</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7481</link>
				<pubDate><![CDATA[Mon, 22 Aug 2005 18:10:01]]> GMT</pubDate>
				<author><![CDATA[ Nonya-Biz]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ For some reason I feel like I'm always squashing ideas about improvements...

The titan size is primarily controlled by satore's monster config setup. So to make one small, it would have to be summoned on a wave where all titans are small, or to be summoned on a server where all titans are small.

So aside from the possibility that it would still have the same mass and squish players anyway, it would be a heavy chore to code up some skill that modifies the size of the titan outside the satore monster config.

*phew*

Sorry to bring more bad news.  :( ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7485</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7485</link>
				<pubDate><![CDATA[Mon, 22 Aug 2005 20:53:02]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ BAD STEVEN NO
<a href='http://members.cox.net/nonya-biz/Shot00064.jpg' target='_new' rel="nofollow">http://members.cox.net/nonya-biz/Shot00064.jpg</a>]]></description>
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				<pubDate><![CDATA[Mon, 22 Aug 2005 21:18:23]]> GMT</pubDate>
				<author><![CDATA[ Nonya-Biz]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Deunan wrote:</cite><br>
		<blockquote><p></p>

		<cite>acydreign wrote:</cite><br>
		<blockquote><p></p>

		<cite>Fraggerman wrote:</cite><br>
		<blockquote><p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>I'd like to see a denial level 3...  you keep all your weapons.&nbsp;
		</blockquote>

Keep all you positive weapons!

&nbsp;
		</blockquote>


How about reserve slot peoples getting a special denial level that they always load with their weapon of choice, excluding * weapons.  =)
(i.e. I would probably load with a flak +3 energy)&nbsp;
		</blockquote>
hmm, interesting ideas guys.. &nbsp;
		</blockquote>


Cheers!  we got a form of this one :)
]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7497</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7497</link>
				<pubDate><![CDATA[Tue, 23 Aug 2005 01:11:19]]> GMT</pubDate>
				<author><![CDATA[ acydreign]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ what are collision materials anyway unreal isnt complex enough for per polly collision or hitmaping its all done with cylinders and bone volumes and the titans ect are all frame animations so it dosent even have bones only the nali do

you guys just dont want them following you into tunnels that they normaly wouldent fit]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7499</link>
				<pubDate><![CDATA[Tue, 23 Aug 2005 01:53:55]]> GMT</pubDate>
				<author><![CDATA[ Nonya-Biz]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>acydreign wrote:</cite><br>
		<blockquote><p></p>

		<cite>Deunan wrote:</cite><br>
		<blockquote><p></p>

		<cite>acydreign wrote:</cite><br>
		<blockquote><p></p>

		<cite>Fraggerman wrote:</cite><br>
		<blockquote><p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>I'd like to see a denial level 3...  you keep all your weapons.&nbsp;
		</blockquote>

Keep all you positive weapons!

&nbsp;
		</blockquote>


How about reserve slot peoples getting a special denial level that they always load with their weapon of choice, excluding * weapons.  =)
(i.e. I would probably load with a flak +3 energy)&nbsp;
		</blockquote>
hmm, interesting ideas guys.. &nbsp;
		</blockquote>


Cheers!  we got a form of this one :)
&nbsp;
		</blockquote>

we do ?

about the titan, id love to see it follow me into tunnels,
just that i dont ever realy run into them, no to run for a titan :P.
and collision if there is no bounding collision material, the model itself does the job of being collidable :)]]></description>
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				<pubDate><![CDATA[Tue, 23 Aug 2005 03:32:20]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ meh, I know nothing of collisions,

only that touching the bottom of a titan's foot always kills you, and thus having one spawn above you will kill you. And when summoning titans they tend to spawn directly overhead at least 30% of the time.

You can prove this very easily by finding a titan standing on a ramp or other sloped surface and running up it into the bottom of his foot.

*SQUISH*]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7508</link>
				<pubDate><![CDATA[Tue, 23 Aug 2005 11:35:47]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Don't I know it - if someone were keeping track, I'd have the record for that one "Spike was ..." grrr!  :lol: ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7511</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7511</link>
				<pubDate><![CDATA[Tue, 23 Aug 2005 11:59:40]]> GMT</pubDate>
				<author><![CDATA[ Spike]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ well i already made it mostly so if you want to add them i alredy edted the code except the rocks and he only dose 20 dmg when he lands on you]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7531</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7531</link>
				<pubDate><![CDATA[Tue, 23 Aug 2005 16:57:44]]> GMT</pubDate>
				<author><![CDATA[ Nonya-Biz]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ how about adding something that tells you what wave your on upon the HUD screen.  either maybe below the timer in the top left corner, or above your level/experience indicator.  I dont know about you all but I usually keep checking what wave i'm on whenever one wave ends just to figure out my next strategy.  this way i dont have to keep pressing f1 all the time.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#7547</link>
				<pubDate><![CDATA[Tue, 23 Aug 2005 22:06:45]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ not sure if this has been suggested:

"essence of power" cost: 100 adrenaline.  adds 1 attribute point to whichever weapon you are holding.  breaks after use.

"essence of chairity" cost: 100 adren, 100 health.  removes the * from whichever weapon you are holding, thereby enabeling said weapon to be "clonable".  breaks after use.

thanks,

inperfectdarkness.]]></description>
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				<pubDate><![CDATA[Tue, 22 Nov 2005 15:58:05]]> GMT</pubDate>
				<author><![CDATA[ inperfectdarkness]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>inperfectdarkness wrote:</cite><br>
		<blockquote>not sure if this has been suggested:

"essence of power" cost: 100 adrenaline.  adds 1 attribute point to whichever weapon you are holding.  breaks after use.

"essence of chairity" cost: 100 adren, 100 health.  removes the * from whichever weapon you are holding, thereby enabeling said weapon to be "clonable".  breaks after use.

thanks,

inperfectdarkness.&nbsp;
		</blockquote>
Both ideas are interesting but they dont sound like something that can be done.]]></description>
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				<pubDate><![CDATA[Tue, 22 Nov 2005 16:39:00]]> GMT</pubDate>
				<author><![CDATA[ Ghorkvos]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ How about a special token/artifact that gives instant health.

It uses a full charge of all adrenalin and gives half your health to you all at once.

It would help when in retreat mode.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#10670</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#10670</link>
				<pubDate><![CDATA[Tue, 22 Nov 2005 16:51:56]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>inperfectdarkness wrote:</cite><br>
		<blockquote>
"essence of chairity" cost: 100 adren, 100 health.  removes the * from whichever weapon you are holding, thereby enabeling said weapon to be "clonable".  breaks after use.
&nbsp;
		</blockquote>

Good thinking, but the whole point of making them * weapons is so they cant be cloned. I don't think Druid would ever make this artifact.]]></description>
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				<pubDate><![CDATA[Tue, 22 Nov 2005 19:25:16]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Even if someone were to try to make that "essence of charity" artifact i dont see how it could be done.  This artifact would attempt to make a weapon that does not already exist in the RPG.
Although i think the idea of haveing an artifact spend health is intriguing.]]></description>
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				<pubDate><![CDATA[Tue, 22 Nov 2005 22:02:22]]> GMT</pubDate>
				<author><![CDATA[ Ghorkvos]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ How about artifacts that had bad effects, you would get the title of the artifact (bad artifact_x) but it would look similar to the others, when you picked one up it could slow you down or something and then if you activated it something else bad could happen

It would be funny to see if anyone paid attention to what they were picking up. Maybe for April 1st?]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#10686</link>
				<pubDate><![CDATA[Tue, 22 Nov 2005 22:11:40]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Nali= Rock chucker
Bunny= queen
Queen= Cow
And
Titan=bunny
Imagain all the confusion when u go up to a titan and sneeze and it dies. while the bunnies are the smallest and most impossible thing to see and they will have crushing power along with the rocks.. I would love it]]></description>
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				<pubDate><![CDATA[Wed, 23 Nov 2005 08:51:07]]> GMT</pubDate>
				<author><![CDATA[ dip42]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>how about adding something that tells you what wave your on upon the HUD screen.  &nbsp;
		</blockquote>

I second that. I also thought of this

Make more items and put in a currency system or something alnog those lines. You would get a bit of cash/gold/whatever when you kill a monster, and after each map, a small map loads with a couple of shops, and you spend those points on items. The map would last 1 minute, and you'd have to buy those items before it's over. There could be potion-type items, for health... adrenaline items (can of pills or something ;) ) Or items that give yoru current weapon a certain property (quickfoot, poison, etc.) it would just require some work, though. and it would require the server to log what items each player has... or the items could disappear after you log off. tell me if you like the idea..

edit: instead of having a separate map between real maps, the player would bring up a menu (like the leveling up menu) while voting and purchase items for the next game there. You could get cash from the game, then purcahse "Poison Bullets" or something and next round, apply it to one of your weapons. It would just have to remember what items you bought so you can receive them the next map.]]></description>
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				<pubDate><![CDATA[Wed, 23 Nov 2005 13:04:50]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Here are a couple of things I would love to see either through Dru's RPG mod, or another.

1) The ability to have indicators of the current wave, as well as a clock to let us know what time it is.

2) Some way to either change the bindings for the adren combos, or disable some/all of them.  (Some of these combos are way too easy to trigger, and not being able to move them is one of my biggest gripes with epic).

3) Some way to stop the booster or other adren combo.

Of the first two, I would really love to see the second, but the third one would reduce the need for the second *somewhat*.  I cannot count the number of times I have wasted 180 adren on speed, or needed to heal myself, but not to the degree of 180 adren.


BTW...one other item related to the RPG mod.  I think it would be neat to have the web page time spent playing the past day, week, month, and a normalized score gain (e.g. 15000 and 2 levels the past week).  That way, we could see who is spending huge amounts of time racking up their levels, and who is spending only a little.]]></description>
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				<pubDate><![CDATA[Thu, 24 Nov 2005 14:29:04]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Spacey wrote:</cite><br>
		<blockquote>Here are a couple of things I would love to see either through Dru's RPG mod, or another.

1) The ability to have indicators of the current wave, as well as a clock to let us know what time it is.

2) Some way to either change the bindings for the adren combos, or disable some/all of them.  (Some of these combos are way too easy to trigger, and not being able to move them is one of my biggest gripes with epic).

3) Some way to stop the booster or other adren combo.

Of the first two, I would really love to see the second, but the third one would reduce the need for the second *somewhat*.  I cannot count the number of times I have wasted 180 adren on speed, or needed to heal myself, but not to the degree of 180 adren.&nbsp;
		</blockquote>

1) You can find out what wave it is by simply pressing F1. It's the top center caption in big white letters. The game time is also on your HUD next to the stopwatch icon, unless you have your HUD shrinked.

2) Same here, and Epic hasn't released a patch for it either.

3) If you're lucky enough to have vehicles around, you can hop inside a vehicle and stop any combo you have going on. Option B is to spam artifacts and wear it off as quickly as possible. 


As for interesting suggestions, how about a Gold Magic Weapon Maker? One time use, costs 101 adrenaline, and gives a maxed * weapon every time.

Also, is it possible to enable raptor-style movement when using boots of flight? It's hard to avoid things when you fly on a fixed axis and circle strafe.]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2005 17:17:25]]> GMT</pubDate>
				<author><![CDATA[ Dr.Stimpack]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ As was pointed out earlier, pressing F1 is a PIT6 for game time, but the clock I was referring to was wall clock time (such as it is now 9:56PM local time).  The only clock in my office is my computer, which I know is accurate to milliseconds thanks to NTP.  Any other clock would be certain to be out of sync, have low batteries, etc.

And on stopping the adren combos, I would rather not waste the adren at all, and vehicles are not always handy and available as you know.

<p></p>

		<cite>Dr.Stimpack wrote:</cite><br>
		<blockquote><p></p>

		<cite>Spacey wrote:</cite><br>
		<blockquote>Here are a couple of things I would love to see either through Dru's RPG mod, or another.

1) The ability to have indicators of the current wave, as well as a clock to let us know what time it is.

2) Some way to either change the bindings for the adren combos, or disable some/all of them.  (Some of these combos are way too easy to trigger, and not being able to move them is one of my biggest gripes with epic).

3) Some way to stop the booster or other adren combo.

Of the first two, I would really love to see the second, but the third one would reduce the need for the second *somewhat*.  I cannot count the number of times I have wasted 180 adren on speed, or needed to heal myself, but not to the degree of 180 adren.&nbsp;
		</blockquote>

1) You can find out what wave it is by simply pressing F1. It's the top center caption in big white letters. The game time is also on your HUD next to the stopwatch icon, unless you have your HUD shrinked.

2) Same here, and Epic hasn't released a patch for it either.

3) If you're lucky enough to have vehicles around, you can hop inside a vehicle and stop any combo you have going on. Option B is to spam artifacts and wear it off as quickly as possible. 


As for interesting suggestions, how about a Gold Magic Weapon Maker? One time use, costs 101 adrenaline, and gives a maxed * weapon every time.

Also, is it possible to enable raptor-style movement when using boots of flight? It's hard to avoid things when you fly on a fixed axis and circle strafe.&nbsp;
		</blockquote>]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2005 19:20:19]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I dont mean to get off the subject but I noticed that jumping into a vehicle  repairs youir weapons after Ghosting has locked them up. Of course suicide will stop your adrenaline drain but will not repair broken weapons. :cry: 

I just look at my second monitor's clock on the tray. :wink: ]]></description>
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				<pubDate><![CDATA[Sun, 27 Nov 2005 22:57:24]]> GMT</pubDate>
				<author><![CDATA[ DaRedeye]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>DaRedeye wrote:</cite><br>
		<blockquote>I dont mean to get off the subject but I noticed that jumping into a vehicle  repairs youir weapons after Ghosting has locked them up. Of course suicide will stop your adrenaline drain but will not repair broken weapons. :cry:&nbsp;
		</blockquote>

Just be sure never to try and teleport in a manta i tried it and well.. things didnt work out well. I got stuck to the dead manta and when i went to my saftey trans, i flew to the top of the map and got stuck against the ceiling. I transed down after a bit and i was still in mid-air invisible bouncing. ]]></description>
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				<pubDate><![CDATA[Mon, 28 Nov 2005 08:49:16]]> GMT</pubDate>
				<author><![CDATA[ dip42]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ Never trying to teleport out of a manta (possibly any vehical) goes for the teleporter artifact as well, useing one of those while in a vehical doesn't end well.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#10778</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#10778</link>
				<pubDate><![CDATA[Mon, 28 Nov 2005 15:50:45]]> GMT</pubDate>
				<author><![CDATA[ Ghorkvos]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Permanent Gun/artifact:

Possibility to build a permanent gun or artifact, that cannot be tossed, and you always spawn with it.

Just to add to the game when you have nothing else to buy because you are too high level or something.

It would also add difference between players.

Example:

Big prerequisity
Loaded Weapon 5 / Loaded Artifact 3

Only one gun type that can be chosen. Very high cost (100 Points?)

Start at a normal state and you can buy effects. (20 points for each +1?, 50 points for magical effect like vampire/vorpal etc?)

Im just dreaming  :P ]]></description>
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				<pubDate><![CDATA[Tue, 29 Nov 2005 06:42:31]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <blockquote>Big prerequisity 
Loaded Weapon 5 / Loaded Artifact 3&nbsp;
		</blockquote>

Well, you can't have both loaded artefacts and loaded weapons skills at the same time. At least to my knowledge.  :? ]]></description>
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				<pubDate><![CDATA[Tue, 29 Nov 2005 07:49:41]]> GMT</pubDate>
				<author><![CDATA[ Maximus]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Oh i know i just mean: 

For Loaded Weapon you can configure a permanent gun.

For Loaded Artifact you can configure a permanent artifact. (Problem is right now artifacts have no "configurations")

This is because if someone have gone to the Adrenhaline tree, having access to Permanent Gun would give him a "Loaded Weapon" kind of skill wich is prohibited atm.]]></description>
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				<pubDate><![CDATA[Tue, 29 Nov 2005 07:58:31]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I dont know if it would be possible, but what is cool in a RPG is gathering Items and such.

What about 1% chance on each maps that after wave 16, a "Boss" mob can spawn.

Only those that survived wave 16 can kill.

Immune to super weapons, a LOT of HP.

On the kill, those that did like 1000 damage and more have a chance equal to the percentage of the total damage done to get a permanent item, or "secondary" skill point that can be spend on unique skills.
]]></description>
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				<pubDate><![CDATA[Thu, 1 Dec 2005 09:50:14]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ 1% chance would be silly... it should happen every game, considering the players last wave 16. 

If you play invasion alone, (with computer players) you'll notice that they follow you around, and it's more of a team game. Playing online is pretty much all individual with other guys around you taking your kills  :P What things would make the game more team-oriented? 

If there was a map that spawned players into 4 teams, #players / 4 teams = number of players to a team... and they start at different ends of the map, and have to make their way into the middle, and maybe the map ends with an assault on the middle by the monsters, and you have to hold the position with the other teams? The team would stick together, share weapons, artifacts, etc. 
To Dru or anyone that knows: will be the able to be done with an assault gametype, or will a custom one have to be made?]]></description>
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				<pubDate><![CDATA[Thu, 1 Dec 2005 14:52:02]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ @Tidu, The last part would require making maps (or modifying) but as far as taking control / holding a point all the actuall script writing would probably already exist.  

not a bad idea btw..]]></description>
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				<pubDate><![CDATA[Thu, 1 Dec 2005 19:56:57]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Yeah I was thinking more into it, and I think it would have to be done with monster assault, and probably all of the scripts are premade and in the editor. It's just that separate gametypes like that would probably never be played. I rarely see a monster assault being played...]]></description>
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				<pubDate><![CDATA[Fri, 2 Dec 2005 14:23:11]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Having a small fort with a link gun healable core that the monsters attack would make it more interesting and team oriented. Increasing the amount of exp after a win based on the number of survivors would be a nice addition as well (a several hundred point award for having everyone survivors would make it interesting. I've never seen a large game where everyone lives). It would provide incentives for players to band together on the last wave and form a roving mob of death instead of having a bunch of mine toting survival nuts who hide in tight corners and place translocators on high perches monsters can't get to  :D ]]></description>
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				<pubDate><![CDATA[Tue, 6 Dec 2005 19:16:39]]> GMT</pubDate>
				<author><![CDATA[ Dr.Stimpack]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Dr.Stimpack wrote:</cite><br>
		<blockquote>Having a small fort with a link gun healable core that the monsters attack would make it more interesting and team oriented. Increasing the amount of exp after a win based on the number of survivors would be a nice addition as well (a several hundred point award for having everyone survivors would make it interesting. I've never seen a large game where everyone lives). It would provide incentives for players to band together on the last wave and form a roving mob of death instead of having a bunch of mine toting survival nuts who hide in tight corners and place translocators on high perches monsters can't get to  :D &nbsp;
		</blockquote>

That all sounds like fun...especially forming "a roving mob of death" :twisted: ]]></description>
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				<pubDate><![CDATA[Tue, 6 Dec 2005 22:30:20]]> GMT</pubDate>
				<author><![CDATA[ Hobo_Joe]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ As far as encouraging teamwork goes I always thought that the bonus Exp at the end be formulaically based on the team score, and personal to prevent idling and keep the lower level people from gaining multiple levels off it, unless they are extremely good.
Something like:
(teamscore/x)*(PersonalScore/y)=EndGameExp
x and y could be variables or constants to be decided later, number of players in game, and 1000 (considered a high score according to records page) look like good potential choices.]]></description>
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				<pubDate><![CDATA[Wed, 7 Dec 2005 12:16:41]]> GMT</pubDate>
				<author><![CDATA[ Ghorkvos]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I think it'd be neat if there was a way to bump up the number of mines to 6 instead of 2 - maybe make an ability or something?  5 exp. points for an additional mine or somethin'?]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#11176</guid>
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				<pubDate><![CDATA[Wed, 21 Dec 2005 13:42:48]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Nah, I think the mine layer should be removed altogether. Trust me, by not using it, you will increase your skills.  There is no skill in hiding in a corner and chunking mines out into the middle of a room and depending solely on the mines to do all your dirty work.

Its really supposed to aid in securing large areas with few people to cover it.  Mines at 'back doors' help kill the sneakies that would slip in behind you.  I think the way folks use it in Monster Assault is an exploitation of the weapons intended purpose.]]></description>
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				<pubDate><![CDATA[Wed, 21 Dec 2005 13:50:16]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Or allow more mines, but change the refire rate. So you could have 5 or 6 mines out, but can only fire a mine every 12 seconds. That would stop people hiding in a corner firing 'a mine a second', but would allow effective blocking of a back door.]]></description>
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				<pubDate><![CDATA[Wed, 21 Dec 2005 14:23:45]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <blockquote>
Nah, I think the mine layer should be removed altogether.
&nbsp;
		</blockquote>

OMG i agree so much on this one. Completelly 0 skills, and nothing is worse than working hard for a mob, putting damage one him, just to see the mine layer get the kill shot.]]></description>
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				<pubDate><![CDATA[Wed, 21 Dec 2005 16:48:33]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Not so worried about them taking the kill, I am worried about their skill. If they rely so heavily on the minelayer and finally do make uber lvl, they still aren't any good. Work the skills at low levels and you'll be tougher to kill later than a new wifes' first biscuits. 

Oh, btw, my wifes first biscuits were so tough that I could drop a moose at a hundred yards. She's much better at it now, thank goodness.  I don't have the freezer space for that much meat.]]></description>
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				<pubDate><![CDATA[Wed, 21 Dec 2005 16:56:41]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Not sure if this was mentioned, cause didn't feel like reading thru all the pages to find it, but I do a search for it.  

Anyway to have the link guns if linked up with another player, give xp to both player if still linked when the monster dies?  It would promote teamwork, just wondering if that's possible tho. :)

]]></description>
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				<pubDate><![CDATA[Wed, 21 Dec 2005 19:44:26]]> GMT</pubDate>
				<author><![CDATA[ Teddy_Bear]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Teddy_Bear wrote:</cite><br>
		<blockquote>Not sure if this was mentioned, cause didn't feel like reading thru all the pages to find it, but I do a search for it.  

Anyway to have the link guns if linked up with another player, give xp to both player if still linked when the monster dies?  It would promote teamwork, just wondering if that's possible tho. :)

&nbsp;
		</blockquote>

You get exp. when you are linked.  Why you can't link more than 1 person is still a mystery to me.]]></description>
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				<pubDate><![CDATA[Wed, 21 Dec 2005 20:13:17]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I have  a couple suggestions:

1. Since level 1 of denial isn't useful in the rpg version we play, maybe the cost could be negligible (2 points?).  Make the minimum level to purchase around 20 or 30 so that totally new players don't buy it by accident and constantly request stat resets.

2. Lower the cost of Retaliation and/or make the cost equal for each level (say 10 per level for all levels).  It's a marginally useful skill in the version we play, but might be worth purchasing if the cost came down.

]]></description>
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				<pubDate><![CDATA[Wed, 21 Dec 2005 23:37:17]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Suggestion for Rage weapons - make it so the rage weapon doesn't take you below, say, 125 - 150 health.  This makes it a blessing/curse for higher level players, but a great weapon to new players.]]></description>
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				<pubDate><![CDATA[Thu, 22 Dec 2005 01:37:14]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Suggestion: Artifacts players should be able to get Regen 1.  Perhaps at high cost?  

The main benefit of regen is as a wave is winding down and the next hasn't started.  A LA player could pick up 30 - 50 health during that time, which would help.  Also, what if their regen could take them to starting health + 50, like vamp does for LW players?  That would be cool too.

Alternatively, a high heal artifact that also goes to starting health + 50, but can be turned on and off.  Booster just carries such a high price tag...]]></description>
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				<pubDate><![CDATA[Thu, 22 Dec 2005 14:04:39]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I like the sound of the high heal artifact. Great thought. :) ]]></description>
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				<pubDate><![CDATA[Thu, 22 Dec 2005 14:29:20]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>I like the sound of the high heal artifact. Great thought. :) &nbsp;
		</blockquote>
i agree, if it could be kinda like tripledamage, so that u can turn it on and off quickly. but make it only available to LA players]]></description>
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				<pubDate><![CDATA[Thu, 22 Dec 2005 16:07:24]]> GMT</pubDate>
				<author><![CDATA[ Mr.Clean(TM)]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ ROTFLAMO!  :lol: :lol: :lol:  Of course, there are some in my family that after 20+ years, still cannot make an edible biscuit.  They make great catapault ammo though!  Only problem is, if you throw them at someone, you are apt to get arrested for assault with a deadly weapon...umm...biscuit.  Gives a new meaning to "food poisoning".

Then there was Granma's biscuits and apple butter...no recipes....just a bit of this and a touch of that, and somehow, she never made a bad batch of either!  But nobody else could duplicate them!  Oh, how I miss them!! :( :cry:

But on topic, I agree that folks need to learn more about playing with the different weapons.  There are times I will primarily use shock one game, the sniper the next, the bio the one after that, etc.  This is a great way to make sure that you can handle those times when you have a bad copy of your better weapons, but a great copy of another, or when you do not have the flak, etc.

<p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>Not so worried about them taking the kill, I am worried about their skill. If they rely so heavily on the minelayer and finally do make uber lvl, they still aren't any good. Work the skills at low levels and you'll be tougher to kill later than a new wifes' first biscuits. 

Oh, btw, my wifes first biscuits were so tough that I could drop a moose at a hundred yards. She's much better at it now, thank goodness.  I don't have the freezer space for that much meat.&nbsp;
		</blockquote>  :cry: ]]></description>
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				<pubDate><![CDATA[Thu, 22 Dec 2005 18:36:46]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Spacey wrote:</cite><br>
		<blockquote>They make great catapault ammo...........assault with a deadly weapon&nbsp;
		</blockquote>

  :))  :)) My sentiments exactly]]></description>
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				<pubDate><![CDATA[Thu, 22 Dec 2005 22:20:25]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ As is well-known at this point, the deemer and painter are killing players even when the player who fired it is nowhere near the explosion.  It's also been confirmed that it's not a wall-squish or falling off a ledge kind of thing.  For some reason, it is inflicting full damage to players, at this point, in a seeming random fashion.

To give an idea of the severity of this problem, I was killed three times today (ghosted), brought down to about 80 health on another occasion.  I saw probably half a dozen other players killed for the same reason.  All of this was during three rounds, or about 1.5 hours of gameplay.  

My suggestion is to turn off Loaded 3 (if that's possible) until this gets sorted, and/or for players to not use these weapons except under the most conservative of circumstances, such as on large maps or mid-way through the tough waves when the balance of players is already out.]]></description>
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				<pubDate><![CDATA[Fri, 30 Dec 2005 10:35:59]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>320 wrote:</cite><br>
		<blockquote>As is well-known at this point, the deemer and painter are killing players even when the player who fired it is nowhere near the explosion.  It's also been confirmed that it's not a wall-squish or falling off a ledge kind of thing.  For some reason, it is inflicting full damage to players, at this point, in a seeming random fashion.

To give an idea of the severity of this problem, I was killed three times today (ghosted), brought down to about 80 health on another occasion.  I saw probably half a dozen other players killed for the same reason.  All of this was during three rounds, or about 1.5 hours of gameplay.  

My suggestion is to turn off Loaded 3 (if that's possible) until this gets sorted, and/or for players to not use these weapons except under the most conservative of circumstances, such as on large maps or mid-way through the tough waves when the balance of players is already out.&nbsp;
		</blockquote>

I don't think this is as common as that, but that may just be due to my observations.  I know I have been right exactly where the deemer or painter has gone off countless times and suffered no damage.  And then I know I have been relatively near where it was, had a bug knocked back into me and <tingle tingle tingle> off I go ghosting.  A few times, I know that this happened but I did not see the corpse, but could infer it from others which were knocked just as far as I was.

As for people doing self-kills, knocking people off the edge, wall splats, etc., yea, folks need to be a bit more careful.  But this goes for both sides of the blast, particularly where you can be knocked off the edge.  In those cases, folks need to remember to try to knock folks onto the map, and if knocked off, remembering the TL is your friend...  (I have been knocked so far back on maps like hyperblast and morpheus that it took 5 TL hops to get back).]]></description>
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				<pubDate><![CDATA[Fri, 30 Dec 2005 15:35:44]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Loaded Artifact 4:

You get
Null Entropy Weapon Maker
Freezing Weapon Maker
Vorpal Weapon Maker
Infinity Weapon Maker
Rage Weapon Maker
Vampire Weapon Maker
Energy, etc...
That Breaks when used and doesn't respawn.

It would at least compensate for the incredibly powerfull
Loaded Weapon 5 with Mine/Avril/Redeemer/Ion etc.
That will never be available to a Artifact specced player.

 /:) ]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2006 11:45:22]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ A Vorpal maker...haha, as if...then it would make LA way too easy. Not to mention that specifiying each weapon choice would totally unbalance the whole game with every junkie running around with either a Vamp, Vorpal, and Energy. 

We get a few extra guns sure but we aren't able to customize them like the junkies can. I'm more eager to find out how the whole Monster Summon path will work out since I'm a big pet enthusiast.]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2006 17:06:55]]> GMT</pubDate>
				<author><![CDATA[ SilverMonkey]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I would probably switch to artifacts if I could get a vorpal maker.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#11547</guid>
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				<pubDate><![CDATA[Wed, 4 Jan 2006 18:22:10]]> GMT</pubDate>
				<author><![CDATA[ Timo_Tolkki1337]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Timo_Tolkki1337 wrote:</cite><br>
		<blockquote>I would probably switch to artifacts if I could get a vorpal maker.&nbsp;
		</blockquote>

We all would.   :P ]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2006 19:29:29]]> GMT</pubDate>
				<author><![CDATA[ Maximus]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Don't forget that when you vorpal something, you only get 1 exp point regardless of how much health it had left. So it would only serve to elevate your point total but lower your experience total.

Vorpals are great when you desparately need to survive but they are horrible when you just plain need to gain exp and level up more.]]></description>
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				<pubDate><![CDATA[Wed, 4 Jan 2006 21:06:20]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ You seem to forget that server uses Invasion Spree mod that rewards killing and scoring points with experience so you WILL get both with vorpal. ]]></description>
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				<pubDate><![CDATA[Thu, 5 Jan 2006 05:31:28]]> GMT</pubDate>
				<author><![CDATA[ Maximus]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Vorpal? Its not that good.

I Like Null Entropy / Freezing far more.

Yesterday i had a Vorpal 10 Shock, and i had to switch to the Infinite Mini with Tripple. Shock did not killed fast enough. I got my first Holy Crap kill since i started playing with mini  :D 

Now imagine a Null Mini with Resuply 30 when i will have 4 more levels  :lol: ]]></description>
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				<pubDate><![CDATA[Thu, 5 Jan 2006 05:42:45]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Yes I am aware of what Invasion Spree does as I use it as well.

You will still get bonuses if you pull off multi kills and sprees as well as flak monkey and combo whore, etc.
What I am talking about is that for each kill individually you will only get 1 experience point for each monster. If a titan normally gives you 15 experience if you damage it for all health then it only gives 1 experience when you vorpal one on the first shot. It happens for the same reason that if you push a monster off the edge of a map you don't get the full experience you would have if you had damaged him to death.

RPG was designed to give experience based on DAMAGE and not the final shot that kills something. RPG was however designed to award 1 point for whoever scores the final shot on a monster as a way to ensure that whoever kills it gets at least one point. The scoreboard only reflects the score points given in full to whoever delivers the kill shot. Therefore, if you cause a form of instant death to a monster, such as Lava, falling off a map, or Vorpal, you get credit on the scoreboard for the full points but you only receive 1 EXP point in the RPG system.

Your only hope for gaining alot of experience with vorpal is A) hope it does damage but never "pops" or B) kill alot really fast in a chain and rely solely on the Invasion Spree awards. I personally prefer using something like Null or Freezing since they are almost as powerful and never "pop" and rob you of experience points.

Granted that all of this is less relavent on DC as it is on our server because we use several waves with monsters above 15 points of experience.]]></description>
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				<pubDate><![CDATA[Thu, 5 Jan 2006 05:46:03]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Yes, but freezing and null has been 'nerfed' so they only do 2% damage for each +. Vorpals still do 10% more damage for each + and they go as high as +10. At least that's what Dru posted. Vorpal still has most damage potential (which is fine since it?s very rare). 
Also, you don't have to hope that vorpal never 'pops' since it does it rarely anyway and you will get more then enough damage (and experience) from vorpal in between 'pops' to get yourself enough experience not to care. So, the best path is somewhere in between what you said.  :wink: 
'Pops' are very usefull to get some big monster kills in waves like titan waves are.]]></description>
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				<pubDate><![CDATA[Thu, 5 Jan 2006 07:23:27]]> GMT</pubDate>
				<author><![CDATA[ Maximus]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Vorpals are only on selected weapons that dont have splash damage.

Those weapons are not as good as Flak and Mini.

Its a question of Choice, I hate Vorpals.

My #1 Effect is Infinity right now because i dont have Resupply.

#2: Null/Freezing

#3: Energy

Also i never been able to kill a lot with vorpal. The best i did is with a Mini of Infinity + Tripple. But thats my play style :/]]></description>
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				<pubDate><![CDATA[Thu, 5 Jan 2006 07:45:53]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I dunno if any of these have been suggested (I really, really did not want to go through 18 pages of suggestions), but a few:
(Edit: bolded titles for easier skimming)
<li> <b>Ability Organization</b>: Now that classes have been implemented, abilities that cannot be learned should not be visible on the list, or at least color-code them.  I have made such a mod (not showing abilities you can't get) to the original UTRPG, if anyone cares.
<li> <b>More Vanilla</b>: As was said before, make vanilla+ weapons more common.  Example, 25% normal, 25% vanilla, 50% other bonus.
<li> <b>Class GUIs</b>: Make custom GUIs (in the level-up screen) for each class.  This would make things tidier.  For example, the Medic has a few common powers, namely, Loaded Medic, Experienced Medic, Monster Summon, Monster Intelligence, Monster Points, etc, which, instead of being abilities, are inherent skills, and are in a different section of the level up window, so it wouldn't take up Ability-Box space.

Um...  I can't think of anything else, but there.


Edit:  Okay, I read through it all, and gathered a list of things.
<li> <b>Vs. Monster Bonuses</b>: Mentioned quite a few pages ago was bonuses vs. certain monsters.  This not only could give a damage bonus, but a homing capability as well.  The only downside to the latter is that if two monsters are next to each other, one that your weapon homes against, if you fire at the other, it will swerve off and hit the first.  I don't know how much of a setback that would be.  Although a weapon that simply locked on to a given monster until you roll over another one would be kinda cool.
<li> <b>Genocide</b>: As for Genocide stuff, I was inspired by Prince of Egypt to think up a 'Plague'.  It's an artifact, and when activated, will select a monster, the same way the Summon artifact selects them, and it will send out a will-o-the-wisp, like the one shown whenever you hit M or N in most games, or automatically in Assault games.  This WotW will follow bot paths at a quick speed, and if it finds a monster of the given type, it will possess and, shortly after, kill it instantly.  It will then go back to the path and continue through the level for a minute or so.
<li> <b>Poison Graphics</b>: In my opinion, poisoning needs better graphics.  Or should I say, *some* graphics.  A very, very cool effect is displayed in ChaosUT2 in the case of poisoning.  It looks like there are little green air blobules floating around your screen, all with trails.  Cool-looking and sight-hindering at the same time.  If you can't get that, at least get some sort of green border to display.
<li> <b>Quests</b>: I think that the personal quest system mentioned a few times before is a very cool idea.  You could have something like 'gain X artifacts' or whatever.  However, you could make it more general just by saying 'Get Artifacts', and then get an EXP bonus at the end of the level formulated from such.  Either linear or exponential, is up to you.
<li> <b>Too Many RPG Weapons</b>: Though all of the types of RPG weapons suggested are great, think about the cons.  People often complain about how inoften such-and-such appears on a weapon.  If you have more possibilities, then it lowers the chance of getting the one you want.
<li> <b>Raptors</b>: A couple times I saw Raptors being mentioned in this topic, and though it was being used in an Onslaught context, it got me thinking (btw, I've been reading Jurassic Park the past few days), a Raptor Invasin enemy would rule arse.  Slender, agile, and deadly.  A good idea for supporters of the 'Veteran-level Monsters' suggestion, which I think is a good idea as well.
<li> <b>Weapon Sacrificing</b>: I got a very strange idea, that if you got a weapon, you could sacrifice it for EXP.  You would perhaps get an amount based on the bonus of the weapon, multiplied by how many waves are left (munchkins would abuse getting lots of EXP just before the game ends).  By sacrificing a weapon, you cannot get another one for the rest of the level.  The only loophole in this is people who only use one or two different weapons, and combine that with Loaded Weapons.
<li> <b>EXP System</b>: There has been a lot of controversy about an EXP system, so I thought I'd add my two cents.  Personally, I couldn't care less what EXP system you use, but here's one I've devised, based on the Coda system.  So, there's a set amount of experience points for each level, that is left unchanged.  So 20, 20, 20, 20, ect.  Now, people may say 'but then veterans get huge levels!'  Perhaps.  But stat points are not worth as much to them.  At level one, 20 points in a stat is a semi-big deal.  At level 70, 20 points is bantha fodder (random Star Wars relation).  So it ends up semi-balancing out.  But like I said before, do whatever you want.  Oh, and people who host their own servers or do single-player RPG, just set the infinity levels to add and set the number to 0, so it will just stay at whatever the last level you listed.
<li> <b>Team Invasion</b>: Noted before was a sort of Team Invasion.  I think that idea would rock everyone's socks.  It would involve creating a new gametype, but it would not seem to be *too* difficult.  I mean, how many changes are there from DM to Team DM?  Just copy-paste the changes into Invasion, I assume.  I'm a novice UnrealScripter, but I haven't taken much of a look into GameTypes, so I can't be sure.
<li> <b>Last Men Standing Bonus</b>: Also noted before was an experience bonus based on how many people were left at the end of the game.  I think that there should be a universal EXP gift that should be given to all players based on how many players *never* died through the entire Invasion.  This will promote teamwork, because I'm sure everyone wants EXP, and so lots of people will be running frantically around in packs, making sure no one else died, etc.
<li> <b><font color='red'>Ability System</font></b>: This idea is quite unique.  To UTRPG, at least.  If anyone's played FF7 a bit, you'll understand what I mean much easier.  So, if you want an ability, you purchase it with points, and then it is gone.  Your player has a given number of 'slots', probably based on your level.  You place the ability into a slot to activate it.  While it is in there, it gains its own experience points (not hindering yours, just a separate value).  Once the experience points hit a number, the ability is levelled up, and it becomes more powerful.

There's my list.  I dno't know about anyone else, but I think that last one was godly.  Seriously think about revamping RPG that way... it just seems awesome...

OAN, love the mutator, Druid.  :) <font color='red'></font>]]></description>
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				<pubDate><![CDATA[Sat, 21 Jan 2006 19:27:30]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]Those weapons are not as good as Flak and Mini.&nbsp;
		</blockquote>

IMO, the shock rifle is the most powerful gun in the game, vorpal or no. Just get shock combos down, and you'll never turn away.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 00:12:47]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ The Medic shock is also very effective at healing, combo-wise, I've found.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 09:27:24]]> GMT</pubDate>
				<author><![CDATA[ kyraeu]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Yes.  Via code, the combos do either 230 damage or 300.  I once made a concussion rifle based off of the shock rifle.  The primary fire was as fast as a minigun's primary fire, did three damage, and knocked them about 100 yards away, at least.  The alternate fire was no different (than the original alt-fire), except for, oh, I don't know, auto-combos upon hitting anything :D.

The only problem I have with shock combos is that it is difficult to aim them for lack of depth perception.  You don't know if the ball will hit them first or if it comes too short (usually the case), or even go too far.  Too much thinking when you can triple-braid with a rocket launcher.  By the way, whichever RPG Weapon goes through enemies (piercing or penetrating?), try firing a few balls and do one primary fire :D.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 10:01:16]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I probably said this before, but.. I was just playing another RPG server the other day since DC was full, and it had a mut that when you did damage to an enemy, the amount of damage was displayed for a second. It sounds like it would be just a nuisance, but it really wasn't to me. It could help us by showing how much damage each weapon does so we can get the most out of our weapons...]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 11:06:00]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ But is that the best way of doing things?  Maybe it would give a bit *too* much power to the player.  We do not want weapon favorites to be governed by their strength.  I personally like the Link Gun and dual ARs.  I mean, come on, if players want to be that technical, they can go right on ahead and look through the source.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 15:32:57]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I think it'd be cool if there was a way to re-pool all of our XP on our own (via the level-up console) so we could redistribute it if we think we messed up, instead of having to bother Dru and Shan with it.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 20:56:37]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Okay, in my opinion, I think that if you want to try another take, you should reset.  That's me, though.  As for the occasional "Oh CRAP!", There should be a Whoops command.  You may use it once, but you can use it again once you level up.  Such would allow you to respend any points you have done so with during that opening of the Level Up GUI.  The only trouble is that I'm not sure it's possible (without a few major tweaks) to 'undo' a point allocation.  It adds, it subtracts, done.  Yes, I'm sure you could reverse engineer all of your levels, but then that would contradict my first statement.  Regardless, I think point reallocation should not be implemented, nor be asked of Druid.

As I've said before, that's just me.

I just think that it shouldn't be that easy.  Make an uber Weapon Master and then say 'Oh, well, what if I was a Medic?'  Not only does it not teach any discipline, but it also takes away replay value!  You don't have to spend time levelling up that way, so there's no fun.  Once you've mastered all of them, just switch in between all of your characters if you want uberness.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 22:10:08]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I'm mainly thinking of the admins here - I'm sure they have enough to deal with without the "reset me" requests, dig?  Your idea of the "Whoops" command is good, though.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 22:12:38]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I understand that, which is why I suggest removing that option entirely.  By entirely, I mean add it in the rules: "No asking for stat reallocations."  Problem solved.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 22:50:25]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I wouldn't mind stat reallocations within your own class. I have some abilities I purchased which I'd like to trim down and try somewhere else. As it is now is now I have to ask for a reset, wait, get all my stats back (1900 at present), distribute 98% back where I had them before then put the remaining stats in my new ability. It would be much eaisier to have a +/- button along side of each ability.

I don't think this will ever happen, but I'd sure like it.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12171</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12171</link>
				<pubDate><![CDATA[Tue, 24 Jan 2006 08:15:53]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I'd like to see a separate thread for each of the classes. In these threads people can express:
1. What skills to add first to get us on the right track
2. Why you'd think these skills are important.
3. Discuss a skill and what it does for your type of play.
4. How skills interact with other skills.
5. What exactly various skills do.
6. What each class strengths and weaknesses are
7. What each class role is in game
8. Etc...

I'm not one to start these threads because, honestly, I don't know as much as others. Don't say "read the FAQs", the FAQs don't address these concerns in depth.

I mention this because I am starting a medics class and I feel I may be buying some abilities that wont be usefull as a low level player. Maybe I should have gotten weapon speed before health bonus, I don't know.

Also I might go with Loaded Artifacts some day if I get some idea as to his role in the game.

Even with my Loaded weapons player I think I may have bought things that really don't help me, for instance retaliation.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12178</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12178</link>
				<pubDate><![CDATA[Tue, 24 Jan 2006 13:04:08]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>FodderFigure wrote:</cite><br>
		<blockquote>I'd like to see a separate thread for each of the classes. &nbsp;
		</blockquote>
Excellent idea.  :) ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12181</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12181</link>
				<pubDate><![CDATA[Tue, 24 Jan 2006 13:18:08]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Hmm...  But think, in any other RPGs could you undo mistakes?

Well, I just got a great idea, but then it was foiled.

I was thinking perhaps there could be an algorithm in the code that could take any stats and abilities and whatever level (and name) you were and had, and turn it into an encrypted ASCII file.  That way, you couldn't modify it, but you could do it before you make a major change and save it to a text file.  Then, in case you wanted to roll back, you could paste in the text as code, it would decrypt, and then set your stats back the way they were, but only if your names match, and if the level difference is less than five.  This way, there are two failsafes: A) If people shared their codes, you would have to change your name to theirs, and I'm sure they would not risk the confusion, and B) You could not go 50 levels up from someone else's code, even if you did risk it.  Say you had a save every five levels though, and you'd just go up through them all, keeping things legitimate.

The foil?  Access to the script.  Anyone can look through their cache, change the extension, and BatchExport any file that is downloaded (manually or auto) onto their computer, including via UT2004, so they could just open up the code, figure out the algorithm, and just remake one to fit the stats and abilities they want.  After that, someone would probably make a program that would automate it for people.

Ah well, the bigger they are, the harder they fall.

However, if you could encrypt the script itself, but have it still compile, you'd have it made.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12190</link>
				<pubDate><![CDATA[Tue, 24 Jan 2006 16:43:44]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ How 'bout this suggestion - use your player name when posting. I tend to give more thought to a post of someone I've seen actually playing here. If you've posted here numerous times under a different name then put your player name in your signature. (See mine below.)

Also, now that people have more than one class it is getting hard for me to know who I'm talking to in game and what class they're playing. The signature idea would help me a lot.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12200</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12200</link>
				<pubDate><![CDATA[Tue, 24 Jan 2006 18:07:56]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Sure thing.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12208</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12208</link>
				<pubDate><![CDATA[Tue, 24 Jan 2006 19:38:50]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ well here are my sugestions for medic and engineer class;

medic: I still think the medic weapon (a single wep would be nice, like link) should only do poison damage to the enemy. maybe start with +1 in the beginning and goes higher with skill - or maybe a constant poison +3 all the time. damage can adjusted but it sure won't be a killing machine, just minimal self defense. knockback is a good idea, too, but infinte knockback from a medic wep could be spammed and doesn't make so much sense (which is not the main focus i kno). i think some people suggested medics should only be given the medic gun and heal - i think this doesn't make a lot of sense because they have a disadvantage already to LW (they have everything) and LA (triple damage) people. if they wanna gain XP by killing, they'll be doing things the hard way anyway.

engineer: having played tfc for along time, the engineer sounds like a really great idea. turrets could be useful but they should be balanced; from what i assume, a turret could kill 5-10 litle bugs before they ever reach and attack it. then the the next wave the titan rock destroys the turret before it can fire. these are just assumptions, but i think this balance issue will be something to think about.  in tfc, making/repairing engineer objects basically consumed ammo, which could be applied here as well (plus some adrenaline probably). i also agree that engineers should be the least fighting class. limiting some of their abilities could make sense. less damage bonus, less armor, less weps maybe, etc. one last idea could be that (taking this directly from tfc) engineers could repair armor, maybe with a default shield gun property. it can go beyond max with skill and it's slower than medic healing rate, etc.

well, i have few more suggestions but this should be more than enough for a non-existing class.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12211</link>
				<pubDate><![CDATA[Tue, 24 Jan 2006 21:00:39]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Okay, for the Medic, if they are at such a 'disadvantage', why do some other players say they get more EXP from their Medics than their Weapon Masters?  This is one reason why I suggest we use a single medic weapon, and if they are still at a 'disadvantage', then the experience percentage for Medics healing will simply be raised.  Also, you can't really call it spamming knockback if you can't do anything else except heal :).

As for the Engineer... verything you said, except you said turrets.  Turrets *and* vehicles will be constructable, though, I didn't think of turrets in my first thought.  What's TFC?]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12212</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12212</link>
				<pubDate><![CDATA[Tue, 24 Jan 2006 21:43:21]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Kohan wrote:</cite><br>
		<blockquote>Okay, for the Medic, if they are at such a 'disadvantage', why do some other players say they get more EXP from their Medics than their Weapon Masters?  This is one reason why I suggest we use a single medic weapon, and if they are still at a 'disadvantage', then the experience percentage for Medics healing will simply be raised.  Also, you can't really call it spamming knockback if you can't do anything else except heal :).

As for the Engineer... verything you said, except you said turrets.  Turrets *and* vehicles will be constructable, though, I didn't think of turrets in my first thought.  What's TFC?&nbsp;
		</blockquote>


they get that XP from healing so if they choose to kill, they will get less XP than other classes, and far less xp than if they concentrated on healing. so taking their weps won't decrease the xp they get, they get it from healing anyways. keeping the weps won't make a lot of difference if they are seeking XP in the first place. otherwise, killing would be an option at least to those who want it.

tfc is team fortress classic for half life. you choose from 9 classes - not rpg - and you play with their specific weps, abilities armor/health levels etc. the classes did include medic, engineer, heavy machines guy and some others that wouldn't make a lot of sense in invasion-rpg. it was a ctf type of game.

vehicles might not be the best ideae in DM maps, especially smaller ones. weapon lockers and turrets are what the engineers had in tfc. 

i also think that LA could be improved, maybe some oher way of gaining xp other than killing monsters could make it a more defined class. LA rite now is like a LW without the weps and survival skills (vamp, regen) but with the triple damage. i feel like it's open to changes. 
the double magic modifier is also very rarely used because of triple damage. i personally never used it. i'm not gonna say it's useless with TD, but it's pretty close. it's very costy ,too.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12213</link>
				<pubDate><![CDATA[Tue, 24 Jan 2006 22:05:38]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Ah, you don't understand what I mean by vehicles.
<blockquote>Oh MAN... perhaps for actually making vehicles, there would be an awesome mod that would replace every VehicleFactory with a VehicleBase, where the engineer would have set points to make vehicles, sorta like turrets in Star Wars: Battlefront/2. The same weapon would be used, and a little progress bar thingie would be around, and once it's finished and the engineer steps away, poof! A new vehicle!&nbsp;
		</blockquote>
So DM games wouldn't have any vehicles, sort of defeating the purpose of Engineers except in any games that do have them.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12215</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12215</link>
				<pubDate><![CDATA[Tue, 24 Jan 2006 22:11:49]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Kohan wrote:</cite><br>
		<blockquote>
So DM games wouldn't have any vehicles, sort of defeating the purpose of Engineers except in any games that do have them.&nbsp;
		</blockquote>

Someone can correct me if I'm wrong, but I'm pretty sure DM maps don't allow vehicles in them, because of the way they're coded in the game. If I wanted to make a DM map with a vehicle in it, I would need to include the VehicleOverride actor in the map, which most DM maps don't have. You can try it yourself if you know even Unreal Editor a little: make a cube and have it be a xGame.xDeathmatch and put a vehicle in. When you test the map, it won't appear. Unless Dru can rig it or something... 
I don't think it's possible; plus it'd just be silly, the vehicles are fast because they were made for the open Onslaught maps. There might be a couple deathmatch maps that are open enough, but they are of such a minority that it isn't worth rigging vehicles to work on all DM maps.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#12230</link>
				<pubDate><![CDATA[Wed, 25 Jan 2006 06:05:40]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>Here's a suggestion.  not sure if its been suggested or not.  

How about quests....

Like in the beginning of the map it will display a quest.  I.E.  Kill 4 rabbits, find 5 artifacts, use a triple damage with the unreal damage, kill 30 creatures with shock combo only, get a monster kill combo, score 100+ points in a single wave, etc.  

and when each quest is complete you get xp for it.  like maybe just 100 or so depending on the difficulty.  when a quest is complete then you get a new quest throughout the map, or each quest is done on 1 quest per wave.   I think this would expand the goal for doing things out of the ordinary for extra xp, which you are not forced to do anyways.  it can be displayed in the corner like during assault maps.&nbsp;
		</blockquote>

This is the only page of the forums discussing this idea, I was surprised because it's so great.

I was thinking having something like this, or maybe 10 quests, that are leveled. Maybe 1 quest, level 1 would be get 5 headshots. next level would be get 5+2 headshots, and it keeps adding 2 or something. I am sometimes kind of bored playing and need a distraction... any other suggestions for this?]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14380</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14380</link>
				<pubDate><![CDATA[Sat, 11 Mar 2006 16:32:09]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ First about the vehicles thing, the Engineer wouldn't be making them out of thin air.  Say there was a VehicleFactory somewhere.  That would be replaced with some sort of platform-looking thing (a WeaponBase mesh would work excellently), where the engineer would go and use his fusion cutter *hackackLinkGuncough* to make the vehicle, and once the progress bar reaches full, boom, a vehicle spawns.  So vehicles wouldn't be in any awkward places, at least in good flow.  Though things might get difficult in vehicle maps if no Engineers are on.

That quest thing is cool.  It would add another sense of competition: "Hey man, I got to level 7 on Head Shot." "No way!  My high is only 4!".  Each wave, you'll have level one of a few different goals, like headshots, or multi-kills, or what have you, and if you complete it that wave, the next level is to be done on the next wave.  If you don't do it, the same level is presented on the next wave.  If you die, quests still give you EXP.  I like it.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14404</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14404</link>
				<pubDate><![CDATA[Sun, 12 Mar 2006 08:44:35]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I was thinking of some more stuff, probably too big to be implemented into ut2004... maybe 07 :)

Items and currency would be added. There would be an item menu, with a certain amount of boxes. You could store magic weapons in there, artifacts, or other items (maybe addons to magic weapons) and these items would be saved when you leave the game. But to balance it out, your items slots would be limited. For example, with loaded weapons, you might lose 4 or 5 slots so you don't store every magic weapon possible. Weapons might last on the ground a little longer, and maybe the name of the weapon could be above it. Extra items might be purchased like a bag that would increase slots. This brings us to currency, which is kind of self-explainatory... You'd get gold/credits/whatever for killing monsters, pawning magic weapons, etc. Then you could access a shop by menu and purchase items. 

Possibly if somehow it gets a little popular, we could get permission to modify existing maps and add in a shop in a corner or something with rarer items that can't be accessed by the regular menu.

The only problem is the amount of information the server would have to store for a certain player. Now I would think that it just has a couple slots for your attributes, and a couple numbers that represent what abilities you have. Storing information on what's in your 5-10 item slots (especially weapons with attrtibutes on them) could get a little big... 
:? 

Feel free to improve my suggestions :)

]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14592</link>
				<pubDate><![CDATA[Sun, 19 Mar 2006 12:23:48]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ You lack faith in UnrealScript :).  Look at what we have in RPG right now and compare with what you're asking, and none of it is out of reach.  Instead of having to change every level to have a shop (heaven forbid), there would simply be, inbetween every normal map, a shop level.  There would be limited stocks of everything (restock every map), so, for example, if you wanted to buy a Triple Damage (so you'd start with it on the next map), there would only be a couple, so you may or may not get it, depending on if other people want it or not.  Perhaps the whole stock thing would be pointless, but whatever.

And about the box-saving thing, pssshhhhh, that wouldn't take that much space.  All of your normal data is stored as plain text and would *maybe* take up 500 bytes.  Maximum.  Depends on how many abilities they have, mainly.

The point is, the sky is not the limit with UnrealScript.  Think about everything that ever happens in Unreal Tournament 2004 just by itself.  All that was done using UnrealScript.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14596</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14596</link>
				<pubDate><![CDATA[Sun, 19 Mar 2006 15:47:31]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>There would be limited stocks of everything (restock every map), so, for example, if you wanted to buy a Triple Damage (so you'd start with it on the next map), there would only be a couple, so you may or may not get it, depending on if other people want it or not.  &nbsp;
		</blockquote>

Very interesting. That'd be a lot better since it could be updated withouit changing the shops in each map... It would just have to be rigged to only last 2 minutes or so, maybe map voting could take place during this time too?
Maybe different shop maps that are voted on after each regular map, maybe 5-10 and they all have unique items, and the voting for the regular map will take place during the shop map.

So all of the items in script are determined by their strings? If I just had a random Sturdy Flak +5, it would recognize that it's sturdy by the name, not special values? interesting :) Not that I didn't have faith in script, I just thought it would take a little while to make, and by then it wouldn't be much by the time we convert to 07 (if we do)...]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14599</link>
				<pubDate><![CDATA[Sun, 19 Mar 2006 18:02:59]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ Well, it would see the entire thing as a string, and decipher it to understand it in machine code, but generally it's not too difficult.  I'm not sure weapons would be a problem though.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14655</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14655</link>
				<pubDate><![CDATA[Tue, 21 Mar 2006 16:43:01]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Don't know if this one has been mentioned, but how about a skill for LW's called Proficiency. The price would be medium to high, could be multiple levels to purchase. You pick <i>one</i> weapon when you purchase the ability (it would stay the same for the life of the player, or untill the skill was reset.) and you would be considered a master with that wep, a damage modifier would be automaticaly added to you when you were using any kind of this weapon, including negitives. (so, lets say, I buy it and choose a flak. lvl 1= +2 stacked with what ever kind of flak i use, ie a -2 flak would act like a 0 flak. if I picked a shock  lvl 1=+2 a vorpal 9 would = +11)]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14696</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14696</link>
				<pubDate><![CDATA[Wed, 22 Mar 2006 18:31:19]]> GMT</pubDate>
				<author><![CDATA[ emetakleze]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>emetakleze wrote:</cite><br>
		<blockquote>Don't know if this one has been mentioned, but how about a skill for LW's called Proficiency. The price would be medium to high, could be multiple levels to purchase. You pick <i>one</i> weapon when you purchase the ability (it would stay the same for the life of the player, or untill the skill was reset.) and you would be considered a master with that wep, a damage modifier would be automaticaly added to you when you were using any kind of this weapon, including negitives. (so, lets say, I buy it and choose a flak. lvl 1= +2 stacked with what ever kind of flak i use, ie a -2 flak would act like a 0 flak. if I picked a shock  lvl 1=+2 a vorpal 9 would = +11)&nbsp;
		</blockquote>

That sounds very cool!  ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14710</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14710</link>
				<pubDate><![CDATA[Thu, 23 Mar 2006 08:18:27]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Excellent idea. 
You could have an ability per weapon, that you can buy levels at. So a flak Proficiency level 1 gives you +1 when using the flak, mini Proficiency level 3 gives you +3 on the mini. Lots of things to spend points on.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#14718</guid>
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				<pubDate><![CDATA[Thu, 23 Mar 2006 14:13:31]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>emetakleze wrote:</cite><br>
		<blockquote>Don't know if this one has been mentioned, but how about a skill for LW's called Proficiency. The price would be medium to high, could be multiple levels to purchase. You pick <i>one</i> weapon when you purchase the ability (it would stay the same for the life of the player, or untill the skill was reset.) and you would be considered a master with that wep, a damage modifier would be automaticaly added to you when you were using any kind of this weapon, including negitives. (so, lets say, I buy it and choose a flak. lvl 1= +2 stacked with what ever kind of flak i use, ie a -2 flak would act like a 0 flak. if I picked a shock  lvl 1=+2 a vorpal 9 would = +11)&nbsp;
		</blockquote>

Excellent idea. Just to make it so that players aren't using the same weapon over and over, you would be able to be proficient in more than one wep. Or you could categorize weapons, maybe have Assault Proficieny where mini and AR are benefitted. Sniper Prof, the two snipes, etc. Don't know how you could group the other weps, though.. they're kinda unique ;)]]></description>
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				<pubDate><![CDATA[Thu, 23 Mar 2006 20:43:43]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Tidu! wrote:</cite><br>
		<blockquote>... you could categorize weapons, maybe have Assault Proficieny where mini and AR are benefitted. Sniper Prof, the two snipes, etc. Don't know how you could group the other weps, though.. they're kinda unique ;)&nbsp;
		</blockquote>
"Energy weapons" - Link, shock
"Onslaught weapons" - self explanatory

I'd put the rocket in Assault.  The Bio - hmmmm ...

]]></description>
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				<pubDate><![CDATA[Fri, 24 Mar 2006 03:27:49]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Or base it on which key you use to access. So mine layer and bio go together, flak and grenade, rocket and avril etc

Edit. The fine tuning about how to group the weapons would be down to Druid - it depends how many different abilities he wanted.

It would probably be easier to code adding +10% damage per level for that particular weapon, rather than trying to do a +1 on the modifer. The latter would probably require a code change to all magical weapon classes.]]></description>
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				<pubDate><![CDATA[Fri, 24 Mar 2006 04:50:52]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Or base it on which key you use to access. So mine layer and bio go together, flak and grenade, rocket and avril etc&nbsp;
		</blockquote>
Hmmm ... I thought about that but as my WM I typically ditch the following weapons since I either never use them or use the "other" weapons on that key:

Assault Rifle - though I've been tempted to take like a rage 10 dual and shoot for the most AR kills
Bio - hurt myself more, don't have the accuracy down
Grenade - just don't have the accuracy
Rocket - unless it's a healing 3 (see bio)

That and the shock and link don't have secondary weapons.  You could lump them together too, I guess ... dunno how fair it would be ...

I think most folks would probably (at any rate) choose anything favoring either the Flak or Rocket (though the idea of the shock and link intrigues me, particularly if I'd get bonuses to a vorp - sniper weapons too would be okay for the same justification).]]></description>
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				<pubDate><![CDATA[Fri, 24 Mar 2006 05:09:30]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ Great idea, but yes, it would sort of defeat the purpose of isolating the uber-Flaks with *.

Organization would be difficult.  I'm thinking it would be one ability, and when opened, it would have a separate GUI itself, where you could select weapons to be proficient with.

But proficiency would be the opposite of not proficient, which means you can hardly use the weapon at all.  If we really went hardcore with this, each class would have only certain proficiencies, and would have to get more proficiencies to use more weapons.  And then you can upgrade to Weapon Focus, Weapon Specialization... *reminisces to KotOR*.

But yes, great idea.]]></description>
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				<pubDate><![CDATA[Fri, 24 Mar 2006 09:57:45]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ This might have already been mentioned

Monster-specific weapons. Weapons that would do more damage to certain monsters, like Flak Cannon of Skaarjslaying +2. Maybe would do double to skaarj, (+1 would do +2, +2 would do +4)

the monsters would be grouped as so

Skaarj(slaying) self-explainatory
all skaarj

God(slaying) High level mobs... you can't really group them. 
Queen, Titan, Warlord

can't think of a name for 
gasbags
krall
brute group

Nalislaying!

then maybe a group for "pests" (wouldn't use "pestslaying", though ;))

fleas, buggies, bunnies, cows, those flying things.

Or an alternative to the damage system for monsterslaying weapons would be

Flak of Nalislaying +2 would do +2 to nalis, and +0 (normal) to everything else. (instead of +2 to everything and +4 to nalis.

improvements?
]]></description>
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				<pubDate><![CDATA[Wed, 5 Apr 2006 13:59:55]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <blockquote>
Don't know if this one has been mentioned, but how about a skill for LW's called Proficiency. The price would be medium to high, could be multiple levels to purchase. You pick one weapon when you purchase the ability (it would stay the same for the life of the player, or untill the skill was reset.) and you would be considered a master with that wep, a damage modifier would be automaticaly added to you when you were using any kind of this weapon, including negitives. (so, lets say, I buy it and choose a flak. lvl 1= +2 stacked with what ever kind of flak i use, ie a -2 flak would act like a 0 flak. if I picked a shock lvl 1=+2 a vorpal 9 would = +11)  
&nbsp;
		</blockquote>

Thats a wonderfull idea.

LA could have Artifact proficiency too.
Reduce Adrenhaline used per second of a specific artifact.
Boots of Flight Non Stop!!!  :lol: ]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2006 05:29:35]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ An idea would be one that modifies the strength of the weapon based upon what wave is going on.
Or one based upon how much health you have.  That could go either way.

An idea that allows every weapon to be vorpal; base the InstaGib percentage upon the speed of a weapon, so i.e. Minigun might have it at 0.5% whereas lightning gun might have it at 10%.  So Vorpal Minigun +10 wouldn't be an April Fool's Day event :3]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2006 17:32:54]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ not necessarily a suggestion but i wonder what happened to the engineer class, is it still an idea or hs it been dismissed. a shiled healing, turret making, wep/vehical spawning char would surely incresae the fun. i *suggest* we pursue that idea : )

another suggestion;

- (i'm pretty sure this was mentioned at smoe point but can't find it) i don't want to get into the whole LW vs LA thing but we know for a fact that LA dies a lot quicker than LW. so how about a "rejuvenation artifact" that will immediately get you to your max normal health at the cost of 100 or 150 adren. if you are over that health, it won't work but if you are 1 below that it will still work. now It sounds powerful but it really isn't because LAs will mostly have their Triple damages out and it's not that easy to switch artifacts. So, a) it won't be overused at any point, in fact rarely used in fights (u need to switch AND have 100 or 150 adren, very rare) b) us LAs won't be able to complain about survival even if it's hard to use -hey, you had it, you could have used it. i feel like it will work nearly perfectly on all sides. It also makes more sense in the near future when triple becomes more costly. from playing myself and looking at other players, i can tell you that the only-one-uno-single thing that makes ir worth being LA is the triple, forget about the mwm, or maxing weps, without the triple there is no way to compare to regen/vamp. now that triple is gonna have higher costs, a rejuvenation artifact sseems to make even more sense.]]></description>
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				<pubDate><![CDATA[Thu, 6 Apr 2006 19:29:31]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ Well, though you didn't want to get into it, here it comes :D.

What pseudo-mage, in any game ever made, had a spell that tripled their damage?  None.  Because they aren't supposed to attack with physical means >.<  There needs to be some damaging artifact, or (I've mentioned this before) a new inventory system for artifacts, revolutionizing artifact use, and making the Loaded Artifacts people more suited to Artifacts themselves.  As such, you could make offensive artifacts, like Fire, Ice, Thunder, Gravity (teh Titans shall ph34r it), Aero, Cure, Stop, and... um... that's it.  Here are the explanations for each.  It shows the name, the suggested target and style of hit detection, and description.  Note that 'designated target' refers to whatever is hit by a given hitscan detection, 'target' refers to anything affected by the maneuver.

Fire:  Enemy Projectile.  Moves quickly and homes in onto targets, dealing damage.
Blizzard:  Enemy Projectile.  A shotgun-style attack, firing seven large damage-dealing snowflakes that dissipate after about 15 feet (one second or so).
Thunder:  Enemy Hitscan.  Summons lightning at designated target (sort of like Ion Painter, but instant and reacts to everything, not just terrain).
Gravity:  Enemy Hitscan.  Deals damage inside a dark orb, created at designated target, relative to the monster's current Health.  This one'll be good for the later waves.
Stop:  Enemy Hitscan.  Instantly freezes within a certain radius of designated target.  Damage taken sums up and is actually dealt when effect wears off (5, maybe 10 seconds).
Aero:  Ally/Self Hitscan.  Creates a protective barrier around target that lessens all types of damage, and dissipates after a set time (longer when higher magic level).
Cure:  Ally/Self Hitscan.  Heals target.

Yes, all ripped from Kingdom Hearts, so sue me.]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2006 15:15:03]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I know Dru is going for a mage like approach to the LA, but in a FPS, the idea of having to summon attacks would be counterproductive. 

I'd love to have a mage class, but considering the majority of maps that we play are small in size, it would be unfair (particularly to low level LA's) to have to rely on magic to save their skin. LA is already a grind to level up.

I like how Dru is making the lightning rod more powerful, but every class needs to have the ability to fight in the trenches for at least a time.

I think it would be cool if LA's instead of having a deemer or painter could have some sort of special attacks like kohan suggested. Fire storm, ice bomb, etc.]]></description>
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				<pubDate><![CDATA[Mon, 10 Apr 2006 23:25:56]]> GMT</pubDate>
				<author><![CDATA[ Mach10]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I thyink LA is perfect as it is.

IMO if a mage class is to appear, do a Mage class, but dont change LA.

I like my class as is, it frustrate me a lot when people ask to change LA. Why?!? We dont ask to change LW dont we?]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 05:43:49]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]I thyink LA is perfect as it is.&nbsp;
		</blockquote>

I thyink it fine too.


<blockquote>IMO if a mage class is to appear, do a Mage class, but dont change LA.&nbsp;
		</blockquote>

Agree

<blockquote>I like my class as is, it frustrate me a lot when people ask to change LA. Why?!? We dont ask to change LW dont we?&nbsp;
		</blockquote>

Why can't we all just get along. Once we do that and embrace our differences, that's when we shall rise and become better people. 

]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 06:49:05]]> GMT</pubDate>
				<author><![CDATA[ crabman2]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>crabman2 wrote:</cite><br>
		<blockquote>Why can't we all just get along. Once we do that and embrace our differences, that's when we shall rise and become better people. 
&nbsp;
		</blockquote>

I have a dream that one day this server will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident: that all classes are created equal." 

I have a dream that one day on the red planet the sons of former adrenaline junkies and the sons of former weapon masters will be able to sit down together at a table of the breakfast map. 

I have a dream that one day even the class of medic, a new class, sweltering with the heat of lava pits and fire balls, will be transformed into an class of healing and honor.

 I have a dream that these three character classes will one day live in a RPG where they will not be judged by the path they have chosen but by the content of their character.

 I have a dream today.]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 07:05:45]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ My dream is just to continue to have fun as i do right now with all you the cool people. Enjoying the class i learned to enjoy for 6 months in every aspect without fearing that its gonna be drastically modified to something i did not expect.

Its very cool right now. And i really enjoy every minutes on the server. Even more when im able to help peolpe (altough not as much as a medic :P ) maxing their weapons etc.

*hugs* :)]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 07:13:42]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>KitFox wrote:</cite><br>
		<blockquote>I thyink LA is perfect as it is.&nbsp;
		</blockquote>
I still think it's a pretty strong class - has certain benefits over WM at later levels.  It may just be that I'm enjoying playing a new class under the Double XP and reduced leveling requirements, and that my WM hasn't gotten the Vamp levels that would level out the perceived benefits.

Or maybe I just suck all around.
<p></p>

		<cite>KitFox wrote:</cite><br>
		<blockquote>I like my class as is, it frustrate me a lot when people ask to change LA. Why?!? We dont ask to change LW dont we?&nbsp;
		</blockquote>
No one is really "asking" to change Adrenaline Master.  It's Dru's decision; he's said in multiple posts that AM's have always been his idea of Mages for UT.  Frankly, since he's the one that's instituted classes, writes the code, and runs the server, it's all his decision.  Complaining about it too much might result in your voice becoming nothing more than white noise.  The rest of us have decided that, instead of trying to fight or yell at someone who could squish our characters with his thumb if he so desired, we will help him flesh out his ideas for class development -

For all classes, as there have been suggestions elsewhere for additional changes to WM and M/MM.

Personally, it irks me whenever someone complains about it.  There's voicing your opinion once or twice, and then there's revisiting ground you've probably already lost.

Kit, you've said a few things recently (in a Forum convo with 320) that makes me suspect more and more that you basically play AM like Dru would intend WM to be played.  Maybe you should take him up on his offer to change classes ... or wait to see exactly how his changes to AM work out.

As for my opinion, if you haven't figured it out now ...

1. The changes to the Triple won't really change anything when comparing an AM with a Triple vs a WM with a Triple ... however:

2. AM's not dropping artifacts on death (which means fewer Triples for WMs) will greatly impact (note I make no value judgement either way) the jumps a WM can make in score, particularly on waves 6 and 14.  It *will* make it more challenging for the WM on later waves, to be sure.

3. The LR changes should be quite welcome.  Most AMs I know throw them right off the bat ... with the proposed changes, they should be greatly useful, at least on the odd open map with a lot of monsters in front of you.

To some extent, Kohan has a point - though I think if there's a Triple in the game at all, AMs should start with it.  As far as additional ideas for AM "spells", I've put in a few, Kohan certainly has suggested his fair share ... Druid by now should have more than enough ideas ... ;)  Not all of which I agree with, mind you, but then to each his own.  Reviewing the topic just now, I think a combo of Proficiency with the Vorp idea would be better - you get Proficiency in a single weapon, and with that weapon have a chance to InstaGib (with appropriate adjustments for weapon type/fire rate).  I dislike the idea of a skill that would give you a chance to vorp with *every* weapon you have ...

I currently don't see any problems with ck's "Adren for Health" idea, though I'm sure Dru will want to consider it carefully.  I would shoot for more of a 1:1 ratio (or less); 100 Adren for potentially 300 (okay, 299 if you're down at one health point) is way cheap.  I say this as someone who plays an AM that's currently <30th level and dies frequently after wave 12.

Gah!  Back to work ...]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 07:41:20]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Maybe if we could talk to each other face to face everyone would understand that im not complaining... 
And i never tough you would have seen complains with what i wrote.  /:) 

Bah, maybe ill just stop to write then if it makes me look negative. I dont know why i always got this problem when i write in english.]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 08:28:52]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]Maybe if we could talk to each other face to face everyone would understand that im not complaining... 
And i never tough you would have seen complains with what i wrote.  /:) 

Bah, maybe ill just stop to write then if it makes me look negative. I dont know why i always got this problem when i write in english.&nbsp;
		</blockquote>
I will admit my response came off a little strong.  I've read your opinion that "AM shouldn't change" at least two or three times.  "Complain" may not be the right word for it ... or if it is, you should probably be allowed to do it a little, as one of the more "prolific" AMs on.

From what I can tell though, Dru's already set on it changing.  The suggestions here probably aren't meant as "Dru, you should change AM this way" but rather meant as "Dru, *if* you're going to change AM, here's a suggestion ... "

Don't worry about your textural English ... this is the only topic where I've percieved any negativity.  Understandably so though - you're passionate about this issue, and not without reason.

Besides, I may have completely misinterpreted some things I've read (it seems like it's happening more often), and Dru may not be thinking about changing AMs at all, even in the long term.]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 09:14:20]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I hope the main play-styles of LA don't change.  I've got well over 100 hours into this char, and I already have a LW char.  I really like it the way it is.  So if it changes, I hope it builds on the character as it is.
]]></description>
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				<pubDate><![CDATA[Tue, 11 Apr 2006 13:31:10]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ How about being able to pick up more things?

My first thought was about having +1 modifiers for weapons. So you see one of these, you pick it up, and your current weapon is now plus one on what it was before. Just on the current weapon. Not cloneable. Not above the max for the magic type. Either randomly spawned or dropped from monsters.

You could extend it to be bonuses of certain magic types e.g. vampire so it would convert your current wepaon to a vampire weapon. More difficult to code, but possible. Or just add that magic type to your existing weapon - so you have a sturdy +4 and pick up a vampire bonus and it becomes a sturdy vampire +4.

You could even have extra timed power-ups, like quickfoot or boots of flight or invulnerability or rage or instagib or double magic, that like the double damage, apply to the player for a time.

Or even have pickups that granted certain abilites - perhaps for a time or until death or the end of the map e.g. resupply + 1 level, or energy leech +1 level.

Or pickups that just explode and poison you.

Not too many because they shouldn't dominate the game, but would add a little extra something? Just a thought. Not necessarily a good one.]]></description>
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				<pubDate><![CDATA[Sat, 22 Apr 2006 07:30:14]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I just tough about it yesterday.

A new Skill that allow you to pick up Small Shields and always grants you +50 Armor. 

That kind of skill that would make Lucky weapon usefull, and Shields Up skill even more attractive!]]></description>
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				<pubDate><![CDATA[Tue, 2 May 2006 05:59:51]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Its quite a difficult job making the game challenging for high level players, yet keeping it balanced so low level players have a chance. 

The automatic setting of monster level based upon the lowest living player level helps make the maps more difficult in the end waves, but only makes a difference once all the low levels have been wiped out.

Monsters when attacking set their sights on one target player. We could automatically adjust the skill of the monster based upon the level difference between itself and its target.
So, for example if the monster is level 20, and the player is level 10, it uses a 'skill' of 1. If the monster level is 20 and the player is level 200, then it could use a skill level of 7.

Just a thought.]]></description>
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				<pubDate><![CDATA[Sat, 20 May 2006 17:57:28]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I wouldn't mind seeing some of the present skills have their levels increased. I.E. Weapon Speed increased to 100, Health Bonus 300, Max Adrenaline 500, etc...

This would give up and comming playes a wider choice of their favorite skills and high level players something to spend their unused stats on. I see some of the players have nearly or fully exhausted their choices and now have nothing to use their stats on, I say the skys the limit, there's no reason to limit them.

]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17001</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17001</link>
				<pubDate><![CDATA[Mon, 5 Jun 2006 11:20:43]]> GMT</pubDate>
				<author><![CDATA[ Fraggerman]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Or use the same mod That is used by Vortex.
His server is incredibly cool with lot of waves and lots of different monsters.

Its actually very fast paced, and im sure it could be tweaked out to be used on DC.

Just a tough.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17003</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17003</link>
				<pubDate><![CDATA[Mon, 5 Jun 2006 17:58:43]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Fraggerman wrote:</cite><br>
		<blockquote> I say the skys the limit, there's no reason to limit them.
&nbsp;
		</blockquote>

Actually I disagree, if you have no limits on the stat caps, then the higher people get the easier it becomes. The monster adjust factor is always less than 0.5 on every invasion server I've seen which means as a player gets higher and higher the monsters fall farther and farther behind in how many points they are allotted for DR and DB stats. Granted on DC this wouldnt be as big of an issue but my points are still valid. Stat caps are used to set up a 'point of no return' at which higher level players really need to keep low level players alive to do well, otherwise they would have a harder and harder time staying alive when the monsters go 'up' to their level adjustment.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17004</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17004</link>
				<pubDate><![CDATA[Mon, 5 Jun 2006 19:29:14]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Alright, maybe the skys the limit is going too far, but what I'm suggesting is make each level progressively harder to get. I.E. cost more stat points.

In the case of dirty_deeds, he's been playing since 12/19/2004, which for those who don't want to count, that's coming up on a year and a half of playing. If all skills were doubled and the stat points to purchase those extra skills increased to triple, then we're talking at least another four and a half years (1.5 tripled is 4.5) before he would reach those goals. Thats a total of six years before a (good) player would run out of things to spend stats on.

As it is now, he hasn't been here playing in the past month or two, and I have a feeling it's because there's no reason to increase his character any, there's nowhere to go. He's moved onto other games. If given something to shoot for  we may be graced with his presence again.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17044</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17044</link>
				<pubDate><![CDATA[Wed, 7 Jun 2006 07:56:24]]> GMT</pubDate>
				<author><![CDATA[ Fraggerman]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Fraggerman wrote:</cite><br>
		<blockquote>As it is now, he hasn't been here playing in the past month or two, and I have a feeling it's because there's no reason to increase his character any, there's nowhere to go. He's moved onto other games. If given something to shoot for  we may be graced with his presence again.&nbsp;
		</blockquote>
You are, sorry to say, incorrect.

First off, he has another character to play (a M/MM), if he were so bored with his WM.

The reason he's not around (and you'll find <a href="http://www.disastrousconsequences.com/dcforum/posts/list/1936.page" target="_new" rel="nofollow">him saying so in the forums elsewhere</a>) is that he got a gift from his wife of Guild Wars, and has been spending most of his gaming time playing that.

If we've lost him, it's not due to "no where to go", but more than likely we've lost him to another game.  It happens ... I myself would be stuck (and have been for most of a weekend) in GalCiv2 if I kept starting new games in that.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17045</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17045</link>
				<pubDate><![CDATA[Wed, 7 Jun 2006 08:47:19]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>
If we've lost him, it's not due to "no where to go", but more than likely we've lost him to another game.  It happens ... I myself would be stuck (and have been for most of a weekend) in GalCiv2 if I kept starting new games in that.&nbsp;
		</blockquote>

 You are, sorry to say, not reading my post completly.  :-B 
<p></p>

		<cite>Fraggerman wrote:</cite><br>
		<blockquote>He's moved onto other games. &nbsp;
		</blockquote>

Now, back to the topic, I just think a few more skills or a few more levels to the skills would be a nice reward for those who put in the time. 

]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17047</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17047</link>
				<pubDate><![CDATA[Wed, 7 Jun 2006 10:34:25]]> GMT</pubDate>
				<author><![CDATA[ Fraggerman]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Fraggerman wrote:</cite><br>
		<blockquote>You are, sorry to say, not reading my post completly.  :-B 
<p></p>

		<cite>Fraggerman wrote:</cite><br>
		<blockquote>He's moved onto other games. &nbsp;
		</blockquote>
Now, back to the topic, I just think a few more skills or a few more levels to the skills would be a nice reward for those who put in the time.&nbsp;
		</blockquote>
True ... I missed that ... but you have apparently neglected to read Dirty's post:
<p></p>

		<cite>dirty_deeds wrote:</cite><br>
		<blockquote>my wife got it for me . my birthday ...
... i have to play it some or ann said ill get me a weedeater next year for my birthday. &nbsp;
		</blockquote>
And you are missing my point.  There are other character styles to play.  Dirty, if he wasn't playing his other game, would be playing a medic.  And where you and I disagree is <b>why</b> he's off playing that other game.  You say it's because he's bored.  I say, that's not true and the truth is somewhat more complex than that.  I have my suspicions, but until Dirty clarifies his situation we should both avoid putting words in his mouth, other than what he's posted.

The thing that gets me about this kind of topic is that I've seen it so many a time before in other multiplayer games ... "if there were more to do ... "  But what you fail to account for is that there will always be a point at which (by the RPG design) someone will be "done".  Adding more levels to skills or higher caps to stats really wouldn't change anything in the long run, aside from make it easier for higher level players to kill monsters.  In which we change to the "It's too easy" arguement, and end up making it harder on newbies ...

You cite Dirty like he's the "average".  He's put a lot more time into the game than anyone else ... I would suspect he just had more time to play than most people who stay here.  In that sense, he's not average.  And a year and a half is not chump change.  How many of your games do you spend that much time playing, really?  And I don't mean the starting all over and doing it again thing, but <i>the first time through ...</i>

Where he is average is how much he focuses on whatever he's playing.  And since he started playing a game he got for birthday from his wife, he's focusing on that.  Will he be back?  I think so, unless he finds a community on GW that he's happy with.  Even then, he's already been back for a visit or two.  I don't think people come here just to level up their character.  Ask FodderFigure.  He's since surpassed Dirty, has two other characters he plays ... yet I still see him playing his Weapons Master.

Finally, I would hope that things don't change so drastically in the way that you suggest ... I like the idea that there is a point at which there's nothing more to buy, and that it's not so horribly far off as to seem unreachable (mind you I'm 110 right now ... it seemed unreachable at 40, but then I had so much to buy ...)

Besides, by the time anyone reached that point, we'd be at least two versions of the basic game later ...]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17049</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17049</link>
				<pubDate><![CDATA[Wed, 7 Jun 2006 13:04:12]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Fraggerman wrote:</cite><br>
		<blockquote>
 If all skills were doubled and the stat points to purchase those extra skills increased to triple, then we're talking at least another four and a half years (1.5 tripled is 4.5) before he would reach those goals. Thats a total of six years before a (good) player would run out of things to spend stats on.
&nbsp;
		</blockquote>

There comes a point at which the skills you buy doesn't really effect how much xp you get during a map. (with my WM player) I gain anywhere between 1500 - 4000 xp a map.  None of the new skills I have bought have really affected how much xp I've been able to get. It depends more on who's on, what map, mood I'm in, and what tactics I use. So, you'll be gaining the same amount of xp, but you'll need to work 3x+ more to get that next upgrade.  It kinda takes all the fun outa leveling. Yippee, it took me 3 weeks, but I got the next level of power jump. 8-} 
So, increasing mow much it takes to get that level doesn't make that much sense to me.  Plus, I don't how many people will want to spend 6 yrs just to get every upgrade they can get. I've already been playing for about a year and a half, and I doubt that I'll be playing on this server for another year and a half. Something will take my time away, whether it's another game or life, but it won't be because I don't have anything else to buy.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17050</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17050</link>
				<pubDate><![CDATA[Wed, 7 Jun 2006 14:39:46]]> GMT</pubDate>
				<author><![CDATA[ Fro13]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Let's borrow an idea from a typical RPG game for a moment here.

In most RPG games, there comes a point where you reach a high level. At this point one of two things is happening. 

1) You are so high that you have everything and can gain no more abilities. At this point in most RPGs you would go kill the end boss and win the game. True you could keep playing but most people wouldn't. Since this is a DM based RPG setup, people will probably keep on playing anyway since its fun to shoot stuff and we don't all have to play just to level up.

2) On the other hand, in some RPGs, no matter what level you reach, you cannot buy everything skill related. With stat caps in place this isnt likely to happen for RPG invasion. And if you added more and more skills to keep this possiblity alive, sooner or later a player would reach the point of having bought everything again. And then you would want more things to buy. Since UTRPG doesnt have a level cap, and Druid chose to cap the maximum experience required at 10k, theres nothing keeping people from just trudging on for hundreds of levels. If anyone makes it far enough, they would need to buy levels of skills that border on ridiculous. Imagine having to buy level 50 of Vampirism, or Resupply level 25. 

I say we keep it like it is. Once you have bought everything you either play for fun or to get a much higer level number for bragging rights. Although if you are bragging about how much time you spent playing a game I don't know what that says about you.

Personally if I were to reach the point where there was nothing more left to do I would either switch classes and repeat, or just reset and repeat with the same class.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17056</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17056</link>
				<pubDate><![CDATA[Wed, 7 Jun 2006 20:20:58]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Maybe an end-game setting (like a special title) wouldn't be a bad idea. You can just play that character to hang out and help the rest of the team.

Anyone ever played the original "Moria"? (developed for VMS then ported to other platforms... character cell... etc, etc...) It had a great end-game although a bit too "iron-man" (your character "died" of ripe old-age and you got a nice tombstone "drawing" on your terminal). Well, something in between would be nice... you can still use the character but you are essentially "done" and you get the title of "<class>Master" (or whatever - you know what I mean).]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17068</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17068</link>
				<pubDate><![CDATA[Thu, 8 Jun 2006 14:30:18]]> GMT</pubDate>
				<author><![CDATA[ Spike]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Well it is possible to code a skill that can only be purchased at a certain level. Maybe there is a way to make a skill display something in your name or an icon or something above your head while you play.

The idea of a special icon above your head was brought up before either here or on the main RPG forums. Nothing ever materialized of it though.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17069</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17069</link>
				<pubDate><![CDATA[Thu, 8 Jun 2006 17:47:36]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I don't know if anyone else has suggested this.... sorry too many pages. I was wondering if there was any way to show on like a stat screen which monsters you have killed. It would be similar to the F3 screen where you can see how many kills per gun. There have been times espescially on the harder waves where I have wondered if I killed a titan or queen or warlord. And if so, how many? I don't know if this is even possible, but if so, I think it would be pretty cool.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17104</link>
				<pubDate><![CDATA[Sat, 10 Jun 2006 01:45:01]]> GMT</pubDate>
				<author><![CDATA[ rockgoddess]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ The "nothing left to do" reason is why I brought back the Record thread.  

But I realize that's not for everyone.

So the original question is how to keep it interesting to the high levels while still giving low levels a chance.

How about this idea?  You take the average, or a weighted average, of the current players (players actively playing) and then shift the starting level up as appropriate.  And you also tweak the difficulty upwards in the same way.  

So instead of starting at level 5 with 28 skill points, you might, for example, start at level 15 with 28 + 70 = 98 skill points.  So even though the monsters are gradually getting harder, Newbie guy gets more and more of a boost coming out of the gate.  He'll never be in a situation by virtue of his low starting stats where s/he can't hang at least through the majority of waves.  

At the same time, the high level player who wants to start a new char has greater incentive to do so since he won't be starting from absolute, total ground zero.

Obviously, starting skill points will never correlate perfectly to the game difficulty.  Unless maybe you got that guy from the movie Pi to figure it all out...

]]></description>
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				<pubDate><![CDATA[Sat, 10 Jun 2006 14:46:26]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>rockgoddess wrote:</cite><br>
		<blockquote>I don't know if anyone else has suggested this.... sorry too many pages. I was wondering if there was any way to show on like a stat screen which monsters you have killed. It would be similar to the F3 screen where you can see how many kills per gun. There have been times espescially on the harder waves where I have wondered if I killed a titan or queen or warlord. And if so, how many? I don't know if this is even possible, but if so, I think it would be pretty cool.&nbsp;
		</blockquote>

Yes, the mutator is called BattleStats. Check out this screenshot to see what it records for invasion.

http://img153.imageshack.us/my.php?image=002716lc.jpg

It's also great fun to have this mutator running for any DM related gametypes. So you can ignore the scoreboard and see how many times you and another person came out in a 1on1 scenario. (For real bragging rights)]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17143</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17143</link>
				<pubDate><![CDATA[Mon, 12 Jun 2006 16:31:42]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ How do you get this mutator? Thanks.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17145</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17145</link>
				<pubDate><![CDATA[Mon, 12 Jun 2006 17:17:26]]> GMT</pubDate>
				<author><![CDATA[ rockgoddess]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ What mutator you talking about there god? If your talking about the RPG its in the download section to this server.BUT dru does not release all the versions at once so you might get one with out a medic class or even a class period.It all depends on dru if he want's to release them and when so just giving you far warning. ]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17147</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17147</link>
				<pubDate><![CDATA[Mon, 12 Jun 2006 17:46:58]]> GMT</pubDate>
				<author><![CDATA[ Shadow-X]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I've been playing as a LA charactor for a slight while now, and while it may have been mentioned quite a few times, I'm very curious about the direction they are going. My main concern is how extremly difficult it is to survive as a low-level charcter. There is no real boost for a LA charactor when they are a low level. This is very apparant at the start of waves during which you died previously. Denial 2 is a very hefty thing to buy and isn't available for low level players, so at the start of the wave your pretty much helpless. Something to say might be the use of Globes and what not, but they are really not that effecient until you get a lot of adrenaline and high levels of the adrenaline drips and what not. So my main point is while both medics have the advantage of their infinite healing weapon (a healing flak and your pretty much good to go as long as your decent at picking your fights wisely) and weapon masters can get loaded weapons and start with an array of weapons. My suggestion then is to give the LA charactors a slight boost in the form of a new artifact. The new artifact would brand a weapon as your creation and would cost a certain amount of adrenaline. The weapon will get a slight boost in say it's attack speed and damage, but the real benefit would be in handing it out. Handing out your specially branded weapon would allow you to get a small amount of xp for each kill that weapon makes. This would give the LA a slight bump as a more powerful weapon when they start and don't quite have the adrenaline to MWM it, and it could also give them a bump for xp if they passed it out.

I'm not sure how much coding that would take, but it would make a couple useful advantages. Other charactors could get a slightly more powerful weapon and the LA charactor could get more xp. This encourages other classes to want weapons made the LA player. It also adds a slight bit of strategy in that the LA charactor would have to decide to pass it out or keep it.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17148</link>
				<pubDate><![CDATA[Mon, 12 Jun 2006 18:19:47]]> GMT</pubDate>
				<author><![CDATA[ supertoast]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>rockgoddess wrote:</cite><br>
		<blockquote>How do you get this mutator? Thanks.&nbsp;
		</blockquote>
She's talking about the BattleStats mod Vortex mentioned.  Vortex: I'd like to know two things:

1. Does this mod require something to be running on the server for it to work?

2. If not, where do we get it?

Dru:

1. If it does require the mod to be running on the server, might you consider it?]]></description>
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				<pubDate><![CDATA[Mon, 12 Jun 2006 18:26:33]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ What? The BattleStats mutator? It only requires itself to be running on the server (and it has to go in the ServerPackages) I had it on my server a long while, but I didn't think anyone was really using it (just type battlestats or bs with a parameter into the console) so I took it off... People complained :| I put it back on... The balance was restored and everyone frolicked in the magical field of fragging once again... 

True story... 

I haven't really kept up with it much, but I think the latest version is 3, which is the version I had on my DM server. It has some fast and stable coding. Totally recommend it.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17156</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17156</link>
				<pubDate><![CDATA[Tue, 13 Jun 2006 01:20:45]]> GMT</pubDate>
				<author><![CDATA[ Kiros72]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Kiros72 wrote:</cite><br>
		<blockquote>What? The BattleStats mutator? It only requires itself to be running on the server (and it has to go in the ServerPackages) I had it on my server a long while, but I didn't think anyone was really using it (just type battlestats or bs with a parameter into the console) so I took it off...&nbsp;
		</blockquote>
Actually now that I think about it, IIRC Dru had it running on the server at one time but it loaded down the box (created lag), so he took it off.

There's some hope that with the new box we might be able to get it back.]]></description>
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				<pubDate><![CDATA[Tue, 13 Jun 2006 03:38:52]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Yeah its just a mutator that is separate from anything else. Pretty small filesize if I recall correctly. A serverpackages line and the mutator line in the voting setup and its done.

I can see how it might cause some more CPU load since it tracks all the kills and pickups of health, adren, etc. Although the lag should be proportional to the number of players since all it does is record stats, which is exactly what the F3 screen does. It just goes a little more in depth. 
A beefy server should be able to handle it.

I've taken a poll and it seems that Battle Stats are most often looked at by people trying to set records based on what it keep track of, or when people are dead and/or curious. 

As for where to get it:
http://www.ataricommunity.com/forums/showthread.php?t=462589
Version 4 is the Final Version.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17165</link>
				<pubDate><![CDATA[Tue, 13 Jun 2006 14:47:06]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I was thinking a artifact for ammo reloading would be cool.

any other LA/WM think the same?]]></description>
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				<pubDate><![CDATA[Tue, 13 Jun 2006 15:22:26]]> GMT</pubDate>
				<author><![CDATA[ Ratar_Killer]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Get Resupply.

I'm beginning to think that the new advice to newbies who will *not* be medics is to dump points into ammo bonus (until they hit 50) so they can get resupply first.

Some maps it ain't a problem.  Some maps it's fatal.]]></description>
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				<pubDate><![CDATA[Wed, 14 Jun 2006 03:54:51]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>Get Resupply.

I'm beginning to think that the new advice to newbies who will *not* be medics is to dump points into ammo bonus (until they hit 50) so they can get resupply first.

Some maps it ain't a problem.  Some maps it's fatal.&nbsp;
		</blockquote>

Most of those castle type maps arent that great even with resupply ;) 

If they use static meshes they should at least work on their collision to keep people from getting stuck on edges of stuff....]]></description>
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				<pubDate><![CDATA[Wed, 14 Jun 2006 04:58:03]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>supertoast wrote:</cite><br>
		<blockquote>I've been playing as a LA charactor for a slight while now, and while it may have been mentioned quite a few times, I'm very curious about the direction they are going. My main concern is how extremly difficult it is to survive as a low-level charcter. There is no real boost for a LA charactor when they are a low level. This is very apparant at the start of waves during which you died previously. Denial 2 is a very hefty thing to buy and isn't available for low level players, so at the start of the wave your pretty much helpless. Something to say might be the use of Globes and what not, but they are really not that effecient until you get a lot of adrenaline and high levels of the adrenaline drips and what not. So my main point is while both medics have the advantage of their infinite healing weapon (a healing flak and your pretty much good to go as long as your decent at picking your fights wisely) and weapon masters can get loaded weapons and start with an array of weapons. My suggestion then is to give the LA charactors a slight boost in the form of a new artifact. The new artifact would brand a weapon as your creation and would cost a certain amount of adrenaline. The weapon will get a slight boost in say it's attack speed and damage, but the real benefit would be in handing it out. Handing out your specially branded weapon would allow you to get a small amount of xp for each kill that weapon makes. This would give the LA a slight bump as a more powerful weapon when they start and don't quite have the adrenaline to MWM it, and it could also give them a bump for xp if they passed it out.

I'm not sure how much coding that would take, but it would make a couple useful advantages. Other charactors could get a slightly more powerful weapon and the LA charactor could get more xp. This encourages other classes to want weapons made the LA player. It also adds a slight bit of strategy in that the LA charactor would have to decide to pass it out or keep it.&nbsp;
		</blockquote>

Artifacts is definately tougher starting out.  But it's a good thing.  It creates options for people who want different challenges.  Also, with all the medics, it's not too bad.  

The balance of not having vamp or regen is easily made up in the adren and the triple.  A monster that goes down in a third of the time is shooting at you 2/3 less.  I'm oversimplifying, but that's the general idea.  The ability to max weapons or max + 1 is also key.  

Artifacts players *must* use the triple and have good overall map knowledge to do well.  

Of the three classes, I like LW the most.  I love the avril and mines and I just basically "flow" better when playing LW.  Weapon combos are just such a rush.  Nothing better than pulling off four or five in a row and you know your timing was just right.]]></description>
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				<pubDate><![CDATA[Wed, 14 Jun 2006 17:50:44]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>320 wrote:</cite><br>
		<blockquote><p></p>

		<cite>supertoast wrote:</cite><br>
		<blockquote>I've been playing as a LA charactor for a slight while now, and while it may have been mentioned quite a few times, I'm very curious about the direction they are going. My main concern is how extremly difficult it is to survive as a low-level charcter. There is no real boost for a LA charactor when they are a low level. This is very apparant at the start of waves during which you died previously. Denial 2 is a very hefty thing to buy and isn't available for low level players, so at the start of the wave your pretty much helpless. Something to say might be the use of Globes and what not, but they are really not that effecient until you get a lot of adrenaline and high levels of the adrenaline drips and what not. So my main point is while both medics have the advantage of their infinite healing weapon (a healing flak and your pretty much good to go as long as your decent at picking your fights wisely) and weapon masters can get loaded weapons and start with an array of weapons. My suggestion then is to give the LA charactors a slight boost in the form of a new artifact. The new artifact would brand a weapon as your creation and would cost a certain amount of adrenaline. The weapon will get a slight boost in say it's attack speed and damage, but the real benefit would be in handing it out. Handing out your specially branded weapon would allow you to get a small amount of xp for each kill that weapon makes. This would give the LA a slight bump as a more powerful weapon when they start and don't quite have the adrenaline to MWM it, and it could also give them a bump for xp if they passed it out.

I'm not sure how much coding that would take, but it would make a couple useful advantages. Other charactors could get a slightly more powerful weapon and the LA charactor could get more xp. This encourages other classes to want weapons made the LA player. It also adds a slight bit of strategy in that the LA charactor would have to decide to pass it out or keep it.&nbsp;
		</blockquote>

Artifacts is definately tougher starting out.  But it's a good thing.  It creates options for people who want different challenges.  Also, with all the medics, it's not too bad.  

The balance of not having vamp or regen is easily made up in the adren and the triple.  A monster that goes down in a third of the time is shooting at you 2/3 less.  I'm oversimplifying, but that's the general idea.  The ability to max weapons or max + 1 is also key.  

Artifacts players *must* use the triple and have good overall map knowledge to do well.  
&nbsp;
		</blockquote>


LA is definitely tough starting out, but once you hit around level 50 or so, it gets much easier.

Obviously staying alive is tougher than it is for a medic or LW early on, but spending points on the right things helps tremendously.

I look at it like this - even for the highest level players, dying during a tough wave is going to happen now and again. Staying alive for a LA player requires different tactics being that we don't get Vamp or Regen. I maxed out my health and damage reduction pretty early on. But as 320 said, the bread and butter of the Adren class is....you guessed it, adrenaline. Spend points on your adren max, at least a couple levels of Leech, and then max out Surge and Adren drip. Add to that Loaded Artifacts 2 (I'm not bothering with lvl 3 for a long while....no point really) and Denial 3.......life gets much easier.

Since I've been focusing on adren related skills in the last couple weeks, my average scores have truthfully jumped 400-500 per match. The triple is your best friend....bind the "use" key to something you can get to quickly to turn it on and off easily. You should be able to run the triple thru an entire wave. Staying alive to me means simply taking out the mobs as quickly and efficiently as possible. 

Most of my deaths come from me being overly zealous. Sometimes my sense of self-preservation on a tough wave gives way to terminator mentality. I'm an aggressive player and I think LA suits that very well.  8) ]]></description>
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				<pubDate><![CDATA[Wed, 14 Jun 2006 20:45:23]]> GMT</pubDate>
				<author><![CDATA[ TheElectrician]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <blockquote>BotFodder   06/14/2006 03:54:51     Subject: Re:Suggestions!!!  

--------------------------------------------------------------------------------
 
Get Resupply. 

I'm beginning to think that the new advice to newbies who will *not* be medics is to dump points into ammo bonus (until they hit 50) so they can get resupply first. 

Some maps it ain't a problem. Some maps it's fatal.  &nbsp;
		</blockquote>

I have resupply 2, I generally only keep just the weapons i like, usually flak, mini, and shield. (for faster switching with wheel). I was thinking the artifact could be used as an instant boost to ammo when say, surrounded by warlords on map 12. maybe a 1 use artie like the summoning charm.

Anyway it was just a suggestion.
]]></description>
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				<pubDate><![CDATA[Wed, 14 Jun 2006 22:07:07]]> GMT</pubDate>
				<author><![CDATA[ Ratar_Killer]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I was thinking it'd be cool to have something like a denial 4, where you can keep your weapons for more than 1 map. It would be expensive, maybe only for 2 maps, then maybe denial 5 for 3 or more maps. I just get tired of using my LA charactor to make a really good weapon, getting it on like wave 14 or 15 then losing it after the map is done. Just a thought.]]></description>
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				<pubDate><![CDATA[Sat, 24 Jun 2006 01:15:03]]> GMT</pubDate>
				<author><![CDATA[ rockgoddess]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>rockgoddess wrote:</cite><br>
		<blockquote>I was thinking it'd be cool to have something like a denial 4, where you can keep your weapons for more than 1 map. It would be expensive, maybe only for 2 maps, then maybe denial 5 for 3 or more maps. I just get tired of using my LA charactor to make a really good weapon, getting it on like wave 14 or 15 then losing it after the map is done. Just a thought.&nbsp;
		</blockquote>

Sort of a variation on this, I always thought it would be cool if LA could get some sort of MWM proficiency.  Like each level improves the chances of getting a vamp or a vorpal by like 1%, maybe maxing at level 10 (10%).  ]]></description>
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				<pubDate><![CDATA[Sat, 24 Jun 2006 17:20:57]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Include 1 deemer Nali in wave 16.   Maybe 2.

I notice that high level player's eventually run out of skills to purchase.  So maybe add more levels to skills while balancing out the benefits to fit porportionately such as:

Cautiousness: reduce damage by 10% and have 7 levels of that with the same point cost with level 6 = 40 and 7 = 45.

Increase the weapon speed attribute cap.  Reason being that with resupply 4, I wouldn't think on some weapons you can't fire fast enough to exhaust all your ammo.  It would be like walking around with an infinity rocket laucher of (fill in the blank).  I was thinking about raising it just enough so that it drains faster than resupply 4 restores ammo.

Countershove: 15% momentum given with total of 10 levels.

Ghost: level 4 with +150 health.

Iron Legs: 5 levels at 20% reduction of damage each.

Regeneration:  add a level 6.

Retaliation: that has the right idea with 5% and 10 levels.

Smart Healing: 20% extra with 5 levels.

Denial: level 4 allows accidental self inflicted deaths.

Add Stability skill: much like the sturdy weapons but only dampening the effect rather than nullifying it out.

This kind of adjustment can be done by any/all the skills. Doing this will basically extend the time it takes to max out a character.  But I notice alot of characters are getting close to that point.  Maybe even add the possiblity of multi-class characters when they reach a certain level.  I wouldn't think it would be a problem to have a Loaded Weapons/Loaded Artifacts player running around.  For them to achieve level 300, I'd say they earned it.  And if you have to, you can charge double the character points for an "out of class" skill to purchase.
]]></description>
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				<pubDate><![CDATA[Sat, 24 Jun 2006 19:12:52]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Lots of interesting suggestions there. It is however a bit difficult changing the points for different levels of skills, because then people who have already bought it may want a refund if they get less for their money.

The problem is, the more extra skills you make available to the high level players, the more you increase the difference between high level and low level players. Then, you can't pitch the game difficulty so that it works for both types of player. Either its much too easy for the high levels, or the low levels really struggle.

So, either there has to be a cap on skills, so that once you have reached a certain point you don't really improve your character, or somehow the game has to change so that higher level players get hit harder than low level players (e.g. poison monsters would hit higher health characters more than low level due to the way poison takes a percentage of health).

I think Druid would prefer people created new characters of a different class, rather than trying to keep one character going forever. 

On some of the other points:
<p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>Include 1 deemer Nali in wave 16. Maybe 2&nbsp;
		</blockquote>
Gets my vote

<p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>Increase the weapon speed attribute cap&nbsp;
		</blockquote>
The cap is mainly there due to the extra loading it puts on the server. If the new server can cope, Druid may increase it, but its unlikely. It is perhaps too powerful an attribute due to the number of infinite medic weapons around.

<p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>...have a Loaded Weapons/Loaded Artifacts player...&nbsp;
		</blockquote>
This has been discussed before, and the idea was bounced. I run a test system where I have a combined LW/LA/Medic character, and it is much too powerful. LAs need to be dependent on medics for healing, or use up their adrenaline for healing. Give an LA either the medic weapon or Vampire/Regeneration and you have problems. Which is why Druid split them up in the first place.
]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 02:56:34]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Just an observation: If the very high level players have a problem with not enough to buy, you would think that it would be them posting......]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 03:53:51]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote>
Add Stability skill: much like the sturdy weapons but only dampening the effect rather than nullifying it out.
&nbsp;
		</blockquote>

I actually made a variant on this idea a while ago. I made a skill for my server that allows you to purchase the "sturdy" effect in 4 levels. Each level reduces the momentum you take from enemies by 25%. Since it is a skill and not a weapon modifier, it will be a permanent effect. This is also why I made it a little costly to get all 4 levels.

This skill is very popular among high levels, shock rifle enthusiasts, snipers, and people who just like to not get pushed around so they can stand in the middle of the fight and deliver maximum damage.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 07:54:16]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>This has been discussed before, and the idea was bounced. I run a test system where I have a combined LW/LA/Medic character, and it is much too powerful. LAs need to be dependent on medics for healing, or use up their adrenaline for healing. Give an LA either the medic weapon or Vampire/Regeneration and you have problems. Which is why Druid split them up in the first place.
&nbsp;
		</blockquote>

Your right, that would be too powerful.  I was thinking that if it was implemented, the skills would cost double or maybe even triple the cost for each level.  But that would encourage people to continue playing their high level character without starting over with a new character.  

You know what would be cool, having racial abilities.  Like resist poison, reflective body, flying ability, underwater breathing, resist fire, etc.

and of course there would be disadvantages such as more susceptable to fire, poison, water damage, less adrenaline pick-up, less energy pick-up.

Those are a few wild ideas right there. I'm sure the coding would be tough for that.  

It would be nice to get the Monster Assaults to award extra xp for completion.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 18:14:23]]> GMT</pubDate>
				<author><![CDATA[ edomingox]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Grizzled_Imposter wrote:</cite><br>
		<blockquote>Just an observation: If the very high level players have a problem with not enough to buy, you would think that it would be them posting......&nbsp;
		</blockquote>

LOL.  It's a good point.  In the high levels everyone kind of does their own thing.  Some players like to beat their top scores, others like to compete with other players and others just like to sort of "mentor" the new players.  And then, of course, a few move on to other games.

I wouldn't be opposed to new challenges in the game but I think the stats and skill caps are just fine where they are.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2006 23:49:09]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>edomingox wrote:</cite><br>
		<blockquote><p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>This has been discussed before, and the idea was bounced. I run a test system where I have a combined LW/LA/Medic character, and it is much too powerful. LAs need to be dependent on medics for healing, or use up their adrenaline for healing. Give an LA either the medic weapon or Vampire/Regeneration and you have problems. Which is why Druid split them up in the first place.
&nbsp;
		</blockquote>

Your right, that would be too powerful.  I was thinking that if it was implemented, the skills would cost double or maybe even triple the cost for each level.  But that would encourage people to continue playing their high level character without starting over with a new character.  

&nbsp;
		</blockquote>

Even if they were double or triple cost, someone would eventually be able to afford them and that someone would just mow down everyone.  

It's also important to note that there is a wide range of skills represented on DC, from beginner to Expert.  And skill gap alone accounts for major differences in score.  There are people who, at level 80, can outscore those at level 160.  

So if you combined an expert player with a combined LA/LW class, the result would be an indestructible player.

Personally, I think as the level/skill increases on the server, the monster difficulty can be slowly tweaked upward, while the starting level of new players can be adjusted to compensate.   ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 00:01:11]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>320 wrote:</cite><br>
		<blockquote>Personally, I think as the level/skill increases on the server, the monster difficulty can be slowly tweaked upward, while the starting level of new players can be adjusted to compensate.   &nbsp;
		</blockquote>
I think we had to change the difficulty a short while ago because the addition of medics severely impacted on the game difficulty. (And I am not sure it has changed far enough yet, but that is a different subject.)

However, I am not sure of the idea of continually increasing difficulty as high level players get higher, and adding new players at a higher level. 

Personally I like the idea of new players starting at level 5. It makes you think about what skills you want to purchase, and makes you earn them. Starting new players on level 50 would cheese off the players who had to work to get there, and would automatically give players the core skills they need. It wouldn't be the same.

When there are just high level players on, the monsters get perhaps too tough for even the high level players, due to the DB/DR stats split based on monster level. 

The big imbalances occur when there is a mixture of high and low level players on. Then the monsters are low level, and are cannon fodder for the high level players, who wipe them out before the low levels get a look in.

Suggestions:
<li> Add some monsters that can poison players. The health taken is a percentage of health, so it will hit players with high health more than those with low health
<li> Perhaps add other types of monsters that hit all players equally. For example, I play on a test server with monsters that have freezing weapons - so the player gets frozen on the spot for one second. Affects all players equally, and is nasty with titans around. But there are other effects which would equally affect all players alike (e.g. give monsters piercing or knockback weapons)
<li> The monster level is set based upon the lowest player level. I would reduce the scaling from 0.25 to something lower, to get round the monsters being too hard when only high level players are on. To counterbalance that, I would change the monsters to be aware of the level of the individual player they were against, and react accordingly. This could be by increasing the monster DB/DR based upon the difference between the targeted player and the monster, or adjusting the monster skill. So +10 levels difference adds 10%, +20 20% etc. Or adjust RPGWeapons to be less effective on significantly lower level monsters. I feel the monsters ought to be the same difficulty regardless of who else is on. But they need to be more difficult for high level players than low level players. The high level players still need to do better than low level players, otherwise whats the point in levelling, but not as much difference as there is now.
<li> Put occassional Nali redeemers on. Not too many, but they will take out anyone. Or perhaps have monsters with Ultima instead, to give skilful players chance to get out of there rather than the random luck of a redeemer nali.

Just some thoughts.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 06:00:03]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Grizzled_Imposter wrote:</cite><br>
		<blockquote>Just an observation: If the very high level players have a problem with not enough to buy, you would think that it would be them posting......&nbsp;
		</blockquote>

I'm a high level player and I'm all for a more powerful character  <img src="http://img526.imageshack.us/img526/9585/prayer1dp.jpg" border="0"> 
I take it personaly when a monster attacks me so I like nothing better than to destroy it before dieing. 
]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 12:21:24]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ FodderFigure wrote:
<blockquote> I'm a high level player and I'm all for a more powerful character
I take it personaly when a monster attacks me so I like nothing better than to destroy it before dieing.

It's time I let you guys in on a secret, I needed as many skills as I could get to keep up whith the great players on here. If I could get my hands on more skills I would be all over that, but the caps are there for a reason and I've reached my quota.&nbsp;
		</blockquote>

See, now I consider that valid.  :)  When a Lvl 40-75 player is talking for some one 3 times their level, well that just don't smell right.  :? 
#  	
320 wrote:
<blockquote>  	
It's also important to note that there is a wide range of skills represented on DC, from beginner to Expert. And skill gap alone accounts for major differences in score. There are people who, at level 80, can outscore those at level 160. &nbsp;
		</blockquote>

I have been on the higher side of this. I just wanted to cry when I was playing my around level 40 LW and Fro pops on with his Lvl 8 medic and I can't even near keep up. It was one of the first time I had seen him on the server, but I had read posts about how good he was like that they should change the "godlike" award to "Frolike". Suddenly I knew what they were saying. He passed me in levels with that character in just about a week and a half :cry: 

Just the same I take every opertunity to spec the "good" players to see what makes them good. For some, its a matter of 200 levels difference and I don't learn very much except "map skillz". Some others have helped me boost my score by learning stuff like combos, tripple use, or character building skills. Like most of the better players seem to buy movement and jump increase at lower levels than the average player.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 14:03:39]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>

However, I am not sure of the idea of continually increasing difficulty as high level players get higher, and adding new players at a higher level. 

&nbsp;
		</blockquote>

This isn't quite what I'm saying.  I'm not suggesting that as Fodder and Dirty acquire another 100 levels everything should be adjusted.  I'm saying it should be some sort of average or median of active players.  In other words, as the skill of the server goes up on the whole.

The issue of the monsters becoming the last remaining player(s) level is almost a bug, IMO.  It just doesn't make sense that a monster can take ten shots one moment and then up to a billion shots the next because the last low-level died.

Still, if monster difficulty continued upward and it became a foregone conclusion that a single high level player left would get decimated, I think you would see a greater tendency toward more team-based play to avoid that scenario.  While I like being a lone gun, believe it or not I also love teamplay.  But the server as-is doesn't encourage it enough, in my opinion.  ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 14:25:20]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I've been thinking a lot about how to incorporate more of a team oriented game, but still haven't really figured out any great suggestions.  I know that I'm a much higher level than when I started, but when I started at DC I did see much more teamwork than what's present.  I'm only talking about link ups and group gatherings to defend one another... we are always helping in the area of weapons, health and such... I love DC for this aspect, but I do miss the desparation that was felt when trying to win a map, enough so that only working together would give you a chance.  

2k3 is a great example because it became extremely difficult above wave 20, but with teamwork it was at least possible, while the lonegunman wouldn't last too long.  Maybe it's just me, but I loved that, it brought every player together, including the high levels, to unite... don't take this the wrong way, because I loved DC when I started and still do, I just miss winning the map together rather than having 3/4 of people fight alone and still winning without too much struggle.  Anyway I don't know what could be done, but I'd have to agree with 320 on missing some teamplay :? ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 15:32:18]]> GMT</pubDate>
				<author><![CDATA[ Pyramidion]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>320 wrote:</cite><br>
		<blockquote>Still, if monster difficulty continued upward and it became a foregone conclusion that a single high level player left would get decimated, I think you would see a greater tendency toward more team-based play to avoid that scenario.  While I like being a lone gun, believe it or not I also love teamplay.  But the server as-is doesn't encourage it enough, in my opinion. &nbsp;
		</blockquote>
Part of the problem is that players can survive all 16 waves by themselves. They don't need a team backing them up. If it was more difficult, so players needed the others to stand a chance, then it would encourage teamplay more.

For example, LAs run to medics to get healed, and then go away again. They don't hang around and protect the medic, they go off to kill bugs. I never see high level players using their skill to protect medics.
However, I have heard calls on wave 16 for a low level player to go and hide somewhere and keep safe so the high level player can wipe out the rest of the monsters. No thought of the high level helping the low level.

So I agree. Somehow the balance needs tweaking so all players need others. Make it too difficult for one player to survive alone, or add 'group benefiting' artifacts/skills (e.g. artifact whereby players within a certain distance get double damage), or improve the power of the link gun chains so they do serious damage, or adjust the end game bonus so the bonus goes up the more players survive. Lots of possibilities.

It is worth bearing in mind however that in UT it is quite difficult to protect other players. Should more thought be given to skills/artifacts that high level players can use to protect low levels? For example make the Globe of Invulnerability actually produce a sphere that others can hide inside. 

However, you have to bear in mind I am a team player and like team games. Not everyone plays for that reason, and so not everyone would welcome such a change. And I am not sure it would be right to force such a change on those that didn't want it.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 15:46:40]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>szlat wrote:</cite><br>
		<blockquote>
Make it too difficult for one player to survive alone, or add 'group benefiting' artifacts/skills (e.g. artifact whereby players within a certain distance get double damage), or improve the power of the link gun chains so they do serious damage, or adjust the end game bonus so the bonus goes up the more players survive. Lots of possibilities.

&nbsp;
		</blockquote>

Actually, the link-up is crazy powerful.  People just don't work it to the maximum effect most of the time.  Most importantly, the guy in front should have the triple damage.  Given that medics can get adrenal drip, this can be a very powerful set up.  And if the healing affect is tripled (not sure about that), you could heal players almost instantly, thus having lots of time to kill stuff.

<blockquote>

However, you have to bear in mind I am a team player and like team games. Not everyone plays for that reason, and so not everyone would welcome such a change. And I am not sure it would be right to force such a change on those that didn't want it.&nbsp;
		</blockquote>

I like the team thing as well.  It was mandatory in EQ past a certain point and it's a nice feeling working together to achieve a common goal.  Even if something like this came to pass, I always know there are going to be easier waves in UTRPG that I can survive on my own.  So, there is something for everyone in that scenario, individual and team play.

The problem introduced, as you sort of touched on, is the same one that happened in EQ.  EQ chars can often solo to a certain level and then more or less *must* group with other players or they can't advance.  Some people quit the game at that point.  I myself quit because I couldn't find a clan to play with on a regular basis that wasn't comprised of 90% drama queens and crybabies.  At least in UT, if I don't like what another player is doing, I can do my own thing and put him/her on ignore.  (DC also has the benefit of vastly superior moderatation).

However, consider a few months ago where people were jumping down newbies' throats for having their autotaunts on (Thank poopie for that mod that turns it off automatically, btw).  Imagine the breakdowns that could occur when player x doesn't do "what he's supposed to do" so that the team can win.  The "He ought to know better" arguments would start flying.  ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 18:22:57]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Pyramidion wrote:</cite><br>
		<blockquote>2k3 is a great example because it became extremely difficult above wave 20, but with teamwork it was at least possible, while the lonegunman wouldn't last too long.  Maybe it's just me, but I loved that, it brought every player together, including the high levels, to unite... don't take this the wrong way, because I loved DC when I started and still do, I just miss winning the map together rather than having 3/4 of people fight alone and still winning without too much struggle.  Anyway I don't know what could be done, but I'd have to agree with 320 on missing some teamplay :? &nbsp;
		</blockquote>

I would love to see the 2k3 brought back in with all the new classes.  Even without the classes people would group together in one spot just to try and survive the waves.  With the addition to medics, even lower lvl players could survive longer(back in the day they didn't last very long).  2k3 would be a + in my book for teamplay.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 20:09:30]]> GMT</pubDate>
				<author><![CDATA[ Fro13]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ Just a quick thing I noticed:
<i> Denial: level 4 allows accidental self inflicted deaths.</i>
That probably wouldn't be added.  Self-inflicted deaths cause you to lose your weapons for a good reason.  What if you have crappy weapons and you want to start with a new set?  You're screwed; even if you kill yourself, you'll still have that dang Flak -3 (for example).  At least, I think that's why it has that failsafe.  Anyone may correct me if I'm wrong.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2006 23:17:52]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>Just a quick thing I noticed:
<i> Denial: level 4 allows accidental self inflicted deaths.</i>
That probably wouldn't be added.  Self-inflicted deaths cause you to lose your weapons for a good reason.  What if you have crappy weapons and you want to start with a new set?  You're screwed; even if you kill yourself, you'll still have that dang Flak -3 (for example).  At least, I think that's why it has that failsafe.  Anyone may correct me if I'm wrong.&nbsp;
		</blockquote>

For an atifacts player a flak -3 is gold.  ;-)  They can max it to a 5.

I disagree with a denial 4 on the basis that there has to be a penalty for suicide.  

The Denial skill is a problem with the LA class already, IMO.  Not one I'm going to hit the town square protesting, mind you.  But as Artifacts, I can make top weapons, play super aggresive and really not worry.  If I die, it is almost always towards the end of the wave and I know I'm coming back with all my weps.  The only penalty is 10 points on the scoreboard.  

If LW dies, they lose all their artifacts, 10 points, and all their weapons, except the one they were holding when they ate it.    

The reality, however, is that the majority of players don't play as aggresively as I do, so maybe the point is moot.  Many like to make the super weapons, like Rage and Vorpal.  I can understand after spending a ton of adren you don't want to lose those and that's where denial 3 comes in.  

But fwiw, I think denial 3 is a bit too overpowered.  I think it would be better if there was a % chance that certain weapons wouldn't come back with each death, like maybe 1 in 3 chance.  Between stats and the medics, death is a fairly unlikely thing for a LA player over level 100 until wave 16.

Of couse, if anything like this happened I would instantly become the most hated player on the server.  I don't really mind though.   :lol: ]]></description>
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				<pubDate><![CDATA[Tue, 27 Jun 2006 10:24:05]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ 320 wrote
<blockquote> Of couse, if anything like this happened I would instantly become the most hated player on the server. I don't really mind though. &nbsp;
		</blockquote>

I don't understand :? 

What do you mean "become" /:) 

 :))  :)) 

Go ahead, get rid of denial. I have never bought it so at this point I wouldent miss it. :oops: ]]></description>
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				<pubDate><![CDATA[Tue, 27 Jun 2006 10:47:10]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Grizzled_Imposter wrote:</cite><br>
		<blockquote>320 wrote
<blockquote> Of couse, if anything like this happened I would instantly become the most hated player on the server. I don't really mind though. &nbsp;
		</blockquote>

I don't understand :? 

What do you mean "become" /:) 

 :))  :)) 

&nbsp;
		</blockquote>

Hey I....  well, okay.

Nobody understands Zod.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jun 2006 12:20:30]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ The Sturdy weapon type has always seemed a bit underpowered, and the magic effect is not affected by the +.

I can't remember if it has been suggested before, but how about also giving Sturdy weapons the Countershove ability, so as the + goes up, the attackers are knocked back more?

Would make it even more useful on maps with dangerous footing.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jun 2006 13:30:36]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>The Sturdy weapon type has always seemed a bit underpowered, and the magic effect is not affected by the +.

I can't remember if it has been suggested before, but how about also giving Sturdy weapons the Countershove ability, so as the + goes up, the attackers are knocked back more?

Would make it even more useful on maps with dangerous footing.&nbsp;
		</blockquote>

Or just make them 6% per plus.  That would make them just shy of 50% as powerful as plain weps.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jun 2006 15:16:05]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ Hmm... better yet, Denial should have a GUI element that allows for enabling or disabling of its effect.  For example, say you don't want your weapon set, but go in guns a-blazin' just because you feel like it, then you die (point for you) and get new weapons later (point for you).  Everybody wins.  It should also have an alias that a key may be mapped to, having a little message appear letting you know its current position, of course.

But I think Denial III is rather overpowered...  I'm not one to say, as I haven't bothered wasting points on it (though there were a few times when I wished I had kept that Knockback Shield Gun), but I personally think that it isn't the greatest ability to have on the RPG.  Prepare for a short spiel.

The problem with things like Denial is that it rids the player of some of the real adrenaline of nearing death.  We've all been through the 'run like heck with fifty warlords behind you with 11 health left', and it scares the crap out of us, causing us to be more twitchy, more adrenaline-pumped, more aware, sometimes, of our surroundings.  But then you have abilities like this that reassure the player, 'don't worry, you'll still have your weapons'.

This is the same reason I oppose giving Medics the ability to revive the dead.  I mean, look at it this way: When someone dies at a hospital, they're dead.  Medics can do nothing (defibrillation doesn't count) to bring them back from the place their spirit then dwells in.  But it once again removes the fear of death, because with revivication, you can just be brought back to life.

Things like Ghost I'm okay with, though, because it's not perpetual.  You use it once per wave, and that's it.  It's essentially just doubling your Health Bonus, which is a standard feature of the game.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jun 2006 21:41:21]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ While playing a particularily perilous map where the Titan bouncing was deadly, a thought for a new artifact popped into my mind: Iron Boots.  The artifact would give the "Sturdy" mod, but maybe enhanced, to lessen knockback from Skaarj blasts, Titan bouncing/punching, etc.  I ran the idea past Shantara who was on at the time and she said she quite liked the idea.  So i told her i'd post it here for scrutiny.  Not really sure how you'd make it work, most likely it'd be adrenaline based.  and if not adrenaline maybe something with a 30 second timer similar to Double Damage but you can choose when to activate it?  

Well thats my suggestion, what do you guys and gals think?

]]></description>
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				<pubDate><![CDATA[Wed, 28 Jun 2006 19:22:02]]> GMT</pubDate>
				<author><![CDATA[ Tank!]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I would have to disagree with you on denial 3 pretty strongly 320.  Try starting out with no weapons next time on your LA player, particularly at the later waves, to remember how difficult it is.  The problem I have with denial is that there are times that you are considered to have suicided when in fact you were clearly killed by a bug.  And it is a bit frustrating to have a bug bounce you to where you fire into a wall and it considers it a suicide.

As for you becoming the most hated player on the server...well, let's just say that I have a few trainloads of prime midwest meadow muffins sitting on a siding in a classified location, just waiting for the orders to be shipped.  Of course, if you believe this, I have a few million head of cattle in Mactown (McMurdo) to sell you as well. ;)]]></description>
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				<pubDate><![CDATA[Wed, 28 Jun 2006 19:40:30]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I have a suggestion regarding the MWM type artifacts, and this one would actually benefit all classes.  It would be nice if a weapon which was at or above the maxed out level could be locked and required an "unlock" before a MWM would work on it.  I know last night, I was trying to make decent weapons for folks, while using my vorpal shock for the wet work on boom boom.  Indeed, it is common for me to switch from my active weapon to another weapon, fire off the MWM on that weapon, then switch back to the first weapon while allowing the MWM to do its thing.  While doing this, I keep the MWM equipped for some time. However, when things get a bit nastier, I will switch off to some other artifact and use it.  Last night, during one of the nastier rounds (a titan round IIRC), I did the key combinations to switch from my MWM up to my double magic, then activated it while trying to dodge and stay alive.  But, a bit of lag occured, and a bit later, I noticed that my vorp shock was now some worthless +1.  Now, before you say it is because of my bindings, realize that my binding for the artifact change is the normal ']' and the activate is the PgDn, and I use the same fingers for this.  What is more, I clearly pushed the ']', but the lag/loss caused the change to not take place.  I also know from the discussion which took place that I am not the only person to which this has happened.

As for how to implement it, I would suggest that weapons have a flag added, which is in one state when you pick up a weapon, and which must be toggled before the MWM would work.  So if there is an easy way to set that flag when you pickup, make or max/max+1 a weapon if it taken to the max + or beyond, I would do this.  Or, have it set by default, and the flag is only checked if the MWM code finds the weapon at the max + or beyond.  As for how to clear it...an artifact which everyone has would be one way.  Another way would be something such as using the MWM on the weapon twice, say in a 2-5 second period.

Now if we could only get the stupid artifact rotation fixed so that it does not happen when we ghost or alt-fire a deemer....]]></description>
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				<pubDate><![CDATA[Wed, 28 Jun 2006 19:59:44]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>

The problem with things like Denial is that it rids the player of some of the real adrenaline of nearing death.  We've all been through the 'run like heck with fifty warlords behind you with 11 health left', and it scares the crap out of us, causing us to be more twitchy, more adrenaline-pumped, more aware, sometimes, of our surroundings.  But then you have abilities like this that reassure the player, 'don't worry, you'll still have your weapons'.

This is the same reason I oppose giving Medics the ability to revive the dead.  I mean, look at it this way: When someone dies at a hospital, they're dead.  Medics can do nothing (defibrillation doesn't count) to bring them back from the place their spirit then dwells in.  But it once again removes the fear of death, because with revivication, you can just be brought back to life.

&nbsp;
		</blockquote>

I agree 100%.  If you ever play a game on "godmode", you notice you get bored after awhile.  This is exactly why.  There's no penalty for dying, and as a result no reward for staying alive.

There are some penalties for dying with Denial 3, but as I said, they are too minor in my opinion.  If the medics didn't exist, I wouldn't care, as LA players would be dying at a much higher rate.  But considering the medics, Denial 3 is a little too god-mode-ish for my tastes.  

In the case of RPG, I make the best use of the tools available.  I don't artificially limit myself by self-imposed handicaps and I don't intend to request a stat reset to get rid of the Denial skill.  I do impose these handicaps in other games (single player, usually), but not in RPG.  

So, it's there and I use it, but with the addition of the medics, introducing some sort of penalty was warranted and fair, in my opinion.  It's all moot, really, as I don't forsee Denial 3 going anywhere.]]></description>
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				<pubDate><![CDATA[Thu, 29 Jun 2006 13:04:16]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
			</item>
			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ <p></p>

		<cite>KohanX wrote:</cite><br>
		<blockquote>

Things like Ghost I'm okay with, though, because it's not perpetual.  You use it once per wave, and that's it.  It's essentially just doubling your Health Bonus, which is a standard feature of the game.&nbsp;
		</blockquote>

Ghost also can be used for an instant health replenish as a wave is winding down.  I'm surprised more people don't use it this way, particularly when there are no medics around.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17711</guid>
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				<pubDate><![CDATA[Thu, 29 Jun 2006 13:08:03]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ Hmm...  don't think me an idiot for ruining your fun.

If I had access to the source, I'd consider modifying Ghost to only perform on suicides if there were monsters within, say, 10 feet, so you would probably have suicided trying to kill it.  But if there are no monsters nearby, then it'd realize you were just trying to exploit it, and let you die.

The same could be tweaked to work with all other suicide situations.  It would only really be suicide if no monsters were nearby, thereby preventing the 'a bug killed me, but it says suicide' thing.  The only hangup I see on this is that it would be difficult 'not' to be 10 feet away, in many cases.  I dunno, I think it should be tested.

Talking about Ghost reminds me of a code snippet I've seen a few times.  The code for Ghost has a variable that keeps the player from dying when his health reaches zero, but there's also one that keeps his limbs on.  The latter doesn't have to be there, though, so I think it would be a cool April 1st thing to do.

Thanks for your support, Zod :D.  It's nice to have an influential person on my side.]]></description>
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				<pubDate><![CDATA[Mon, 3 Jul 2006 10:58:23]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ KohanX wrote:
<blockquote>
If I had access to the source, I'd consider modifying Ghost to only perform on suicides if there were monsters within, say, 10 feet, so you would probably have suicided trying to kill it. But if there are no monsters nearby, then it'd realize you were just trying to exploit it, and let you die. &nbsp;
		</blockquote>

My guess is that you have not died due to lightning Nali lately....I think that you would need something other than range to trip this. I have died on one wave 15 because I walked over a rock that was sitting on the ground that a titan had thrown the previous wave.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17887</guid>
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				<pubDate><![CDATA[Mon, 3 Jul 2006 11:55:33]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
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				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Tank subclass!

Check it out: we have a healer/summoner class, a "twitch" offense class, and an "equipment" class, which could be likened to various playstyles of more traditional all out RPG gamers. We don't have any casters or tanks. Casters won't work just because it's UT. Tanks will!

Maybe a tank weapon maker, like the medic weapon maker. It makes a weapon do next to no damage, but as long as you're shooting something with it, that monster focuses on you and only you. Then the other players beat it up while you either get healed, or survive because of another tank skill. This could be a subset of the WM class.

Balance might be an issue: perhaps reduce a player's overall damage in exchange for tanking. That's how I play it, anyway (I'm almomst always a tank/fighter class in RPGs)...little finesse, lead with your face and LOTS of armor, and be a damage sponge while the other players kill things.]]></description>
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				<pubDate><![CDATA[Mon, 3 Jul 2006 21:00:21]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Suggestions!!!</title>
				<description><![CDATA[ Eh, the thing is that it's already that way through the good first half of your character's life.  You might be a Tank, or an Artifact guy, or a hardcore Medic, but until you max out what you can for that area, you don't do too much with anything else.

The 'Tank' weapon is interesting, but I'm afraid a bit useless.  When it's worth using, that generally means the monsters are getting hard to beat by yourself, and that means it is NOT a good idea to get them all focused on you.  A good thought though, yes.  Keep your imagination going, it's always welcome here :).]]></description>
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				<pubDate><![CDATA[Mon, 3 Jul 2006 21:05:32]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ That's what I'm sayin', tho. You artificially increase survivability at the cost of damage, the tradeoff being forcibly drawing fire from other players.

I think the main barrier to this is that for the most part, UTRPG doesn't use traditional RPG tactics. You don't have the various classes; here, pretty much evgeryone does damage eventually. Using a tank, healers, and damage dealers requires that the battle be orchestrated.

Hmmm...*scurries off to look at code*]]></description>
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				<pubDate><![CDATA[Mon, 3 Jul 2006 21:15:49]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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			<item>
				<title>Suggestions!!!</title>
				<description><![CDATA[ Well, I'm not quite getting it, but I'm sure someone else will.  Good luck with your code-blazing.]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17926</guid>
				<link>http://www.disastrousconsequences.com/dcforum/posts/list/5.page#17926</link>
				<pubDate><![CDATA[Mon, 3 Jul 2006 23:34:51]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ I hate to be a thread killer, but I simply can't sort through this one anymore. If you have a suggestion, will you please post an individual post in this forum with your suggestion?

It's also helpful to know if you have the coding skills to help complete your idea, as unless it's something exceptional, or something the coders have asked for feedback on, it's not as likely to be written.

As I've said before, I will often accept patches. If your contributions are significant enough, you may even be invited into the developers forum with access to the source code.

Dru]]></description>
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				<pubDate><![CDATA[Sun, 9 Jul 2006 19:28:51]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ Please see the release announcement for 2.00!

http://www.disastrousconsequences.com/dcforum/posts/list/2246.page]]></description>
				<guid isPermaLink="true">http://www.disastrousconsequences.com/dcforum/posts/list/5.page#18984</guid>
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				<pubDate><![CDATA[Sun, 23 Jul 2006 18:11:26]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:Suggestions!!!</title>
				<description><![CDATA[ This post has now been locked. Once again, if you have suggestions, please post each individual suggestion in it's own thread so it can get the attention it deserves.]]></description>
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				<pubDate><![CDATA[Sun, 30 Jul 2006 14:58:39]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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