Menu Tidy-up

What's working? What isn't? What could be improved? Let's hear your ideas on how to improve AGR, and try to achieve .. perfection.
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Jonan
Posts: 336
Joined: Wed Nov 27, 2013 7:51 pm

Menu Tidy-up

Post by Jonan »

Looking at the Customizing Menu, I noticed that you have default health of 50 HP, couldn't the default be the 75 hp / 50 Green Armour? Then you could add an extra HP / Armour in that menu. Perhaps a 100 HP / 250 Red Armour or 100 HP / 400 Red Armour.

Same with speed, a default speed could be added rather than being purchased, then you could have 7 available for purchasing.
I played one CustomTF where the default speed was Soldier speed, for free, and you could buy extra slow for -500.

Detpack and Throwable Detpack could be added to the same spot as each other. The player would just have the option to set, or throw, as they see fit.

Build Set. Perhaps you could build a base building, which is then upgradable into Sentry, Tesla, Field Gen, Disp etc. So as long as you buy build set, you can build all of those.
This could make the builder versatile without recustomising.

Upgrades for Scanner could be in the same slot as scanner. Just buy twice (like Army or Grenades).

Perhaps clip extender could be added to each weapon that it applies too.

OneManClan
Site Admin
Posts: 281
Joined: Tue Feb 15, 2011 4:30 pm

Re: Menu Tidy-up

Post by OneManClan »

My original policy was to keep the menus 100% CustomTF , because I wanted the game instantly playable by CustomTF Fans. The prices, the locations, exactly the same. A few years back I realised that the CustomTF weren't coming back, and the main audience for AGR was new fans, so I started changing stuff, and so far, noone has complained.

I agree 100% with what you've said, I actually started writing a new menu.. IIRC I had the cluster rockets positioned in the rocket launcher slot, ie a second press if you want clusters, and third press to sell everything. Different items (eg the rocket launcher and cluster rocket) are however (in the code) stored differently, and the complexity means that typically, I'd have to rewrite the whole menu system from scratch, and I decided that the risk of bugs was greater than any convenience.

Just so you know, my main priority is things that will attract new players eg a new player model, or a new type of weapon..

Jonan
Posts: 336
Joined: Wed Nov 27, 2013 7:51 pm

Re: Menu Tidy-up

Post by Jonan »

Armour could also be tweaked like so.

(None) 50 Green, 75 HP. (TF Scout)
(1) 50 Green, 90 HP. (TF Sniper)
(2) 50 Yellow, 80 HP. (TF Engineer)
(3) 100 Yellow, 90 HP. (TF Medic / Spy)
(4) 120 Yellow, 90 HP. (TF Demoman)
(5) 150 Yellow, 100 HP. (TF Pyro)
(6) 200 Red, 100 HP. (TF Soldier)
(7) 300 Red, 100 HP. (TF HWGuy)

(2) is better than (1) even with the lower HP, due to the absorption rate. 30% vs 60%.

Jonan
Posts: 336
Joined: Wed Nov 27, 2013 7:51 pm

Re: Menu Tidy-up

Post by Jonan »

OneManClan wrote:IIRC I had the cluster rockets positioned in the rocket launcher slot, ie a second press if you want clusters, and third press to sell everything.
If you buy the RL, then buy other stuff, and not have $3000 left, you can't sell it back, without first selling your other stuff, to then get another $3000, to remove the Cluster and the RL.

Jonan
Posts: 336
Joined: Wed Nov 27, 2013 7:51 pm

Re: Menu Tidy-up

Post by Jonan »

Jonan wrote:Armour could also be tweaked like so.

(None) 50 Green, 75 HP. (TF Scout)
(1) 50 Green, 90 HP. (TF Sniper)
(2) 50 Yellow, 80 HP. (TF Engineer)
(3) 100 Yellow, 90 HP. (TF Medic / Spy)
(4) 120 Yellow, 90 HP. (TF Demoman)
(5) 150 Yellow, 100 HP. (TF Pyro)
(6) 200 Red, 100 HP. (TF Soldier)
(7) 300 Red, 100 HP. (TF HWGuy)

(2) is better than (1) even with the lower HP, due to the absorption rate. 30% vs 60%.
Might want to check how it's listed in game... It says (1) 50 / 75 Green, $150.

Implying that I would get 50 HP, and 75 Green Armor. Or 50 Armor, and 75 Green Health.

Just need to rephrase the heading to Health / Armor, then (1) 75 HP / 50 Green. $150.

Jonan
Posts: 336
Joined: Wed Nov 27, 2013 7:51 pm

Re: Menu Tidy-up

Post by Jonan »

AGR In-Game wrote:
[Armor / HP].

(None) 50 HP. $0.
(1) 50 Green, 75 HP. $150.
(2) 50 Green, 90 HP. $450.
(3) 100 Yellow, 90 HP. $700.
(4) 120 Yellow, 90 HP. $1,200.
(5) 150 Yellow, 100 HP. $1,800.
(6) 200 Red, 100 HP. $2,700.
(7) 300 Red, 100 HP. $4,100.
Perhaps we could have a second page of HP / Armors, get some more variety.
(1a) 50 Green, 75 HP. $150. (97 Damage)
(2a) 50 Green, 80 HP. $X. (104 Damage)
(3a) 50 Green, 90 HP. $450. (117 Damage)
(4a) 50 Yellow, 80 HP. $X. (130 Damage)
(5a) 80 Yellow, 80 HP. $X. (160 Damage)
(6a) 100 Yellow, 90 HP. $700. (190 Damage)
(7a) 120 Yellow, 90 HP. $1,200. (210 Damage)
(1b) 135 Yellow, 95 HP. $X. (230 Damage)
(2b) 150 Yellow, 100 HP. $1,800. (250 Damage)
(3b) 200 Red, 100 HP. $2,700. (300 Damage)
(4b) 250 Red, 100 HP. $X (350 Damage)
(5b) 300 Red, 100 HP. $4,100. (400 Damage)
(6b) 350 Red, 100 HP. $X (450 Damage)
(7b) 400 Red, 100 HP. $X (500 Damage)

Jonan
Posts: 336
Joined: Wed Nov 27, 2013 7:51 pm

Re: Menu Tidy-up

Post by Jonan »

You could also get rid of class skins altogether. Just have skins for the armor / hps. Especially for custom classes.

I could do the skins base off base.pcx skin. With 200 / 100 being base.pcx

OneManClan
Site Admin
Posts: 281
Joined: Tue Feb 15, 2011 4:30 pm

Re: Menu Tidy-up

Post by OneManClan »

Jonan wrote:You could also get rid of class skins altogether. Just have skins for the armor / hps. Especially for custom classes.

I could do the skins base off base.pcx skin. With 200 / 100 being base.pcx
This make a lot of sense. Because of the 'custom' aspect, you can't really tell what someone has *anyway*, so all you really need is the team, and to see what weapon they are carrying.

Note to self: get the VWEPS working again!

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