New JKA Mod -1 reply

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Dom_152

Red

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24th December 2005

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#1 11 years ago

Hi there. I'm interested to see if the players of JKA think there is still a point in new mods being made. I'm thinking about starting up another mod project. I have good programming experience and I have worked on other JKA mods. Namely my own: MultiPlayer Xtra and ClanMod. So I don't think any idea is too huge :P .If I were to go ahead what sort of mod you you like to see? A server side thing for a detailed RPG mode? A server side tournament mod where you can use points to buy weapons/addons etc. If anyone has good ideas I'd love to hear them. PS: I'm not interested in making just a pure admin mod: ClanMod is great and there are plenty of others around. I want to make a mod which adds a new gameplay element/s to the existing game. Of course I will add admin features in just bear in mind it won't be the main focus.




hhunter6

The Internet ends at GF

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13th September 2007

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#2 11 years ago

i think they would love to see a new mod. i do there are some mods that we would like to see come to light, namely the DF mod and DF2JK and MOTS mods. that may just be me though. lol but go for it you never know right




Dom_152

Red

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24th December 2005

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#3 11 years ago

I should've specified that I am talking about making a Multi Player mod :)




The_Twig

Guns > Saber

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14th June 2005

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#4 11 years ago

A mod that could possible revive the FFA community would be nice.

Though I think that's impossible now haha




Dom_152

Red

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24th December 2005

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#5 11 years ago

If you could give some ideas as to how to achieve that I can certainly look into it.




The_Twig

Guns > Saber

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14th June 2005

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#6 11 years ago
Dom_152;3975055If you could give some ideas as to how to achieve that I can certainly look into it.

I wish I had ideas to be honest. Not really sure if its even possible haha




ƒul*£ruM

I'm too Post to cool.

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24th November 2006

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#7 11 years ago

7 Essential Elements of Coding 1. Put a money system n shops. I always liked that sort of thing. As for the items in the shops, put stuff like Ammo/Weapons 2. Put extremly interesting gametypes in, namely the one from the book Ender's Game by Orson Scott Card. He described a battle where when you shot someone, they froze. And if you had made it to the other side without 4 members of your team frozen, you'd win. However, if you have 3 members and you froze everyone, its a draw, etc etc etc... 3. Never factor out guns. Guns are the pinnacle of the game. Why? Most people say 'sabers' either because they actually like sabers, or they like raping the poke thing that JA introduced. 4. Place a "pre dueling" period before games are fought in duel mode to place bets, duelers to buy stuff, and prepare for battle. 5. Punishment control. Most mods out there (mostly JA+) have cruel and unusual punishment. Make your mod different. Make players who have clan tags be switched auto to be a noobish name, and name changing banned. Make a spamming player be silenced. Also introduce "computer punishment". Example: Someone spams after the computer gives a warning. Boom. Silenced. Let the clients not get admin raped. 6. Client choice. Clients should have more choice in vote calling. Include things such as "increase fraglimit, decrease fraglimit, increase timelimit, empower XXX" etc... Also allow "Neutral" votes. Votes that say meh. Example: 3 Votes Yes, 4 Votes Neutral, 3 Votes No. Half of the votes go to randomly to Yes or no. 7. Fun. Make users have fun Easter eggs, be able to customize their character. Hell, Add 2 Double sabers to the mix. They should at least have the ability to make fun scripts.




Colt-556

Pro-Filer thinks I'm cool!!

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19th July 2006

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#8 11 years ago

Well since MB2 and RPing seems to be the main hitters on JKA, I'd suggest a RP mod (Can't exactly make a mod for a mod now can ya :P). Perhaps a nice detailed money system, the ability to drop your weapons on the ground for others to pick up, maybe a prone ability? And perhaps a better combat system, with like a manual block. I allways liked MB2s saber system, really gave gunners a chance to take down jedi. There's virtually endless possibilities when it comes to a RP mod (Since generally everything wants to be included, every friggen possibility XD) so yeah, that's my suggestion, a new mod based souly for RP use in mind.




ƒul*£ruM

I'm too Post to cool.

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24th November 2006

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#9 11 years ago
Colt-556;3985547Well since MB2 and RPing seems to be the main hitters on JKA, I'd suggest a RP mod (Can't exactly make a mod for a mod now can ya :P). Perhaps a nice detailed money system, the ability to drop your weapons on the ground for others to pick up, maybe a prone ability? And perhaps a better combat system, with like a manual block. I allways liked MB2s saber system, really gave gunners a chance to take down jedi. There's virtually endless possibilities when it comes to a RP mod (Since generally everything wants to be included, every friggen possibility XD) so yeah, that's my suggestion, a new mod based souly for RP use in mind.

Sounds like you described lugormod there. Do your homework, theres like 5 RP mods out there: Lugormod, Euka, Modwooty (although not really), Makermod, and #U/T2 Lugormod




Colt-556

Pro-Filer thinks I'm cool!!

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19th July 2006

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#10 11 years ago
ƒŭĽ*£ŕũM;3985649Sounds like you described lugormod there. Do your homework, theres like 5 RP mods out there: Lugormod, Euka, Modwooty (although not really), Makermod, and #U/T2 Lugormod

Wrong, really. Lugormod is not that good for rp, it lacks alot of things and is cumbersome. Euka has yet to be released, never heard of Modwooty, link? Makermod is nowhere near a rp mod, it lacks almost everything necesary for a good rp mod, and how is that U/T2 lugormod differant from the other one?