Hi folks, I'm here to introduce the new titlepack I'm currently developing. Tthe pack is still in beta but it's now available in the store ingame.
[maniaplanet=elitealternative]

I think this project is going to delight quite a few people because it consists in playing elite with some different parameters (I insist on parameters and not rules, so it's still 1v3 with a pole). It offers new possibilities thanks to new weapons, unlike the very repetitive old elite, with well hidden defenders and a running attacker trying to dig them out and getting smashed when he comes too close...
There is what you're all waiting for, the differences with elite:
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- The attacker has 6 armours,
- Defenders have 2 armours each,
- The attacker has 1 laser and 1 grenade-launcher,
- Defenders have 4 rockets and 1 shotgun,
- A headshot with the laser removes 2 armours,
- Rounds are 60-seconds long (instead of 45s), then the pole can be captured for 20 seconds (instead of 15s),
- Capturing the pole takes 3,5 seconds (instead of 1,5s),
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That's the thing. Now is time to adjust parameters to make this pack wonderful

There is how custom weapons work at the moment, with the other considered options:
- Attacker's Grenade-launcher:
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Grenade exploding at the first impact (arrow-like),
or Grenade exploding after a while (1 sec) and so which can bounce on walls and ground.
In these three cases, this weapon would work as follows:
+2 for a direct hit, +1 for AOE (Area Of Effect: if the projectile explodes close to the target).
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- Defender's Shotgun:
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We have to adjust different parameters of the weapon:
- The range (around 10m),
- The number of projectiles (somewhere between 4 and 8),
- The dispersion (some angle between 10 and 30°).
This weapon can work in some different ways:
- A first solution would be: each projectile hurts at some point (somewhere between 25 and 100 damages, knowing that 100 damages = 1 armour). The more projectiles the target gets hit by, the heavier are the damages (+1, +2 on him). This solution seems quite logical but can seem quite random as well (depending of the dispersion). Moreover that's troubling to hit the target with for example one projectile (i.e.: 50 damages meaning 0,5 armour rounded to 0) and doesn't get a +1...
- A second solution would be: damages are dependant to the hit distance. For instance: +2 at short range (3m or less) and +1 between 3m and 10m.
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These are the points to discuss. The SSM nicely opened 4 servers !
maniaplanet://#join=storn9@EliteAlternative@fleo
maniaplanet://#join=eliteal2@EliteAlternative@fleo
maniaplanet://#join=eliteal3@EliteAlternative@fleo
maniaplanet://#join=eliteal4@EliteAlternative@fleo
I'd also like to have opinions on some complex points like "is it better to have a weapon reloading while the other is equipped? (like in combo)" or "is it better to be able to switch to the custom weapon even on railpads or in undergrounds?". These questions can seem pretty useless but there are absolutely not! The answers of this kind of questions make the whole interest of a title or another.
Before forgetting, there is the link to download the title ^^ you just have to type elitealternative ingame.
For the ones who want to be part of this project (I mean by doing more than giving your opinion which is still a very important thing to do!), do not hesitate to share your custom weapons, create new weapons icons, or anything else.
You can find all the files used in the project (some custom weapons examples, templates of the images of the station, scripts, ...) in this folder.
This time I think I've talked about everything, hopefully you're still alive after reading all this (if you read everything!). You can find every changelogs on dropbox, in the folder Pack.