177 lines
9.9 KiB
Plaintext
177 lines
9.9 KiB
Plaintext
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Challenge ProMode Arena: arQmode
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Date: 28 Nov 03
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There is no "arQmode" any more. It's been tweaked and is now the official
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ruleset of Challenge ProMode. This document exists solely for "historical"
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purposes.
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Date: 18 Feb 03
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arQmode is an unofficial version of Challenge ProMode that incorporates some
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of the changes we've discussed over the years but opted NOT to include in
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ProMode itself for one reason or another. It's really just a place for me to
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experiment with gameplay, and unlike ProMode the settings for arQmode can
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(and most likely will) change on a whim without any Design review.
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I'll refer to it as APM from now on to save typing. :)
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The strategic elements of modern ProMode (armour specifics, weaponspawns,
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MH behaviour, sound system, etc) are so close to perfect after the last few
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years of CPMA refinements that changes in that area would provide at best
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miniscule improvement in return for gratuitous differencing from CPM, so
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APM (like CQ3) generally leaves them untouched. Instead it focuses on melee,
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and especially on the behaviour of the "top tier" weapons.
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The APM changes are:
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Biased RL Damage
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Motivation: Reward use of high-skill weaponry.
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Splash damage from the RL now follows a Q1/Q2-like scheme (though nothing
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like as ubernoobed) where ANY hit does a minimum of 15 damage, and the
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damage/distance relationship is biased accordingly, i.e. a shot that does
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50 damage in CPM will do ~60 damage in APM. Note that although the base
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knockback factor remains the same as in CPM, knockback on splash hits
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will also be higher since the base factor is scaled by damage. RL speed,
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base damage, splash radius, and max splash damage remain unchanged.
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Decreased Splash Vertical Knockback
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Motivation: Ameliorate the higher RL knockback.
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CPM's vertical knockback base is 150% of CQ3's. APM's is 133% of CQ3's,
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or 89% of CPM's. Since an "average" RL hit in APM is ~20% stronger than
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in CPM, players were thrown around too much. While this change reduces
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the "lift" from a perfect RL shot by a small amount, when coupled with
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the previous change it increases lift on an overall basis for the vast
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majority of shots, and you can still juggle people very nicely. :P
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Increased PG Damage and Knockback, Reduced Speed
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Motivation: Reward use of high-skill weaponry.
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The PG's *direct hit* damage has been raised from 15 to 20. The splash
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damage remains unchanged, and the splash radius is slightly reduced.
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These changes promote the PG to "top tier" / "power trio" weapon status.
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Knockback has been increased implicity along with damage, but only
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slightly: it's now roughly that of the CPM LG.
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The projectile's speed has been reduced from 2000 to 1800.
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This keeps the weapon extremely dangerous at close range (where it's still
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effectively a hitscan weapon) but reduces its utility as a mid-range spam
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weapon since good players will be able to dodge it to some extent as was
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possible in Doom; and greatly reduces its value for "pure spam" cases on
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CTF and other large maps. Speaking of which...
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The one significant issue with a strong PG lies not so much with the
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weapon itself but with the behaviour of a certain class of player: the
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tendency for newbies to simply spam it until they run out of ammo. While
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not really a problem in skill games, it becomes a very obvious one in CA
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and CTFS, as those gametypes not only have 99% of the newbie population
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but also provide the weapon and ammo for free. Fortunately, such people
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are far more likely to play RA3 or Threewave than CPMA. :P
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Regardless, the ammo limit for the PG has been reduced to 100, which is
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more than enough for DM or even TDM play.
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The size of the plasma graphic has been reduced too, since I REALLY HATE
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the way Q3 does them; and the shots themselves are in reality infinitely
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small, contrary to their appearance (especially in VQ3).
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Decreased LG Damage and Knockback
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Motivation: Penalise use of low-skill weaponry.
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The LG is 90% ping and 10% ability. Terrifying in the hands of even the
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most newbie SLPB yet near-useless to HPBs regardless of their skill, it
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has no place as a top tier weapon. The interesting impact of damage
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changes to the LG is how that damage is distributed across health and
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armour. In CPM, the LG damage is always split 2H 6A whether the enemy has
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RA or YA: despite the lower protection percentage of YA, the rounding
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applied to the factors involved makes both armours equivalent. Dropping
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the damage to either 6 or 7 makes the armours distinct again, but the
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health loss is the same whether the LG is 6 or 7: damage is applied as
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1H xA against RA and 2H xA against YA for both.
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I flipped a coin and chose 6.
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To look at that another way: against a YA player, all 3 "total damage"
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factors reduce health at the same rate: the only difference is how fast
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they go through armour. Against an RA player though, either reduction in
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LG damage makes it virtually worthless for actually killing people until
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such time as the enemy's armour has been eroded. As such, the LG's role
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is now very much restricted to that of a finishing weapon and a way to
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"test" the enemy's health and then combo from.
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Knockback has been reduced implicity along with damage, but increased
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explicitly to compensate somewhat. CPM's LG has a knockback of 10 (units
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per hit) and I originally set APM's to 8, which is JUST enough to hold
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someone in the air, but it requires exceptional aim to do so. In the end
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I upped it to 9 simply because it's just so much more fun at that when
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people take jumppads. :)
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9 Mar 03: The only thing I DON'T like about 6 is that it means LG now
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has the same hit tone with Quad as without, which is a bit of a shame.
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So I got sneaky and increased it to 6.5 instead. Since you can't do
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fractional damage, that means it stays at 6 normally, but with Quad it
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jumps from 24 to 26.
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Decreased Rail Damage and Knockback
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Motivation: Penalise passive play.
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Now half of its CPM value, enabling fast players to break through "standy
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railer" defenses. It's extremely tempting to leave the knockback factor
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at 1 but change the actual damage of the RG instead. Reducing it to 75
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for example removes the ability to use it for skill-less spawnrapes but
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leaves it strong enough to be used for "balance of power" shifts or to
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finish an opponent with. It would however diminish the overall power of
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the RG to a level that removes it from the top tier, thus leaving no
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hitscan weapon in that class, which I think would be a mistake. The only
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way to compensate for that would be to reduce the reload penalty or
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reinstate cessrail: of the two, a consistent but faster reload is
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probably still the more desirable option, but with the LG also modified
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the classic cessrail combo is really a non-issue for APM already.
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9 Mar 03: Okay, tempting enough that I'm going to try it. :)
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Damage is reduced to 80; overall knockback stays at half of CPM/VQ3.
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I found it impossible to decide between a constant faster reload and
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just re-enabling cessrail by default: there are pros and cons to both.
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In the end I went with this: if you enable fastrail, you get the standard
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FR timings of 1000 and 1500; whereas if you leave it disabled (default)
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then the reload is dropped to 1250.
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APM was already strongly RL-dominated, and I think that's even more the
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case after this change. The RG still clearly has an effective role even in
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DM though: it remains the weapon of choice for a couple of key situations,
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so I'm willing to run with this for a while and see how it plays out.
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Assorted BFG Tweakage
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Motivation: Avoid Superweapons.
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When I originally set the BFG to be a "120% RL", the plan was that we use
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that as a starting point and then refine it from there. That never happened
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in CPM, and the weapon remains +20% over the RL in all these aspects:
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speed; damage; splash damage; splash radius; and implicitly, knockback.
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(The knockback scale is the same as the RL's, but since the damage is +20%
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the knockback automatically is also).
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APM shrinks the blast radius down to 20% *less* than the RL. Interestingly,
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because of the new bias on the APM RL the two weapons now cause roughly the
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same damage for "average" shots, but the BFG causes more on "good" shots
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and less on "bad" shots.
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Biased Spawns (the only strategic change)
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Motivation: Minimise streaks of "cheap luck".
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Biased player respawns mean that a player CAN respawn at any spawnpoint,
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but is more likely to respawn some distance from where he died. While
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clearly still superior to baseq3's utterly predictable respawns, and
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significantly less likely (note: NOT impossible) to result in unpleasant
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"get spawnfragged in the same place 3 times in a row" than the "true
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random" scheme that CPM uses, there are still elements to it that I'm
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not really comfortable with. My personal opinion is that that there IS no
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"best" way to handle respawns, because of the variance in map layouts etc
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and in the events that lead up to the frag in the first place. Still, to
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paraphrase the ELM docs: "All respawn schemes suck. This one just sucks
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less than the others". :)
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Changes that STILL didn't make it:
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Increased Ground Friction
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Motivation: Improve player agility when on the ground.
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Something that was supposed to be in *pre-CPMA* CPM even, but in reality
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was never changed. Friction is 25% higher, allowing for faster stops and
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increased dodging ability. It has the interesting side-effect of reducing
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"launch speed" (i.e. the speed of the initial CSJ when starting a run) by
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about 30-50ups, which makes certain now-common tricks like stairs->MH on
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CPM3 significantly harder.
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Final Verdict: Had we done this years ago, it arguably would have been
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the better call, but at this stage it just seems limiting.
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Moreover it forces players to relearn the initial CSJ and thus introduces
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a conflict between CPM and APM movement, and a barrier to being able to
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play both. Those factors more than outweigh the slight improvement that it
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makes to the ground game.
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