Disclaimer: This post is, in my way, a little open source development thread for the file I have on my computer called "randomstuff.txt". What this means is that you are allowed to post productive thoughts, but not criticize "bad code" (in this case, text) because no one made you read my thread That being said, I have absolutely no knowledge of the internal workings of the Continuum client, nor server side software, or even the way the two interact. All of these thoughts are posted from the point of view of someone saying "Hmm, that would be fun!", so read them as such. I do not know what is feasible, nor do I care; all I'm interested in is having more fun in the game, so its your job to read and decide if it is feasible. Don't criticize me for being stupid and not understanding how the game works, because I'm telling you right now, I don't know. additional note: if anyone suggested these before; sorry, im suggesting them again. So there ____________________________________________________________ _ - seperate powerball shot powers for using tab (bombs) and ctr (bullets): when you have ball ... allows two different settings for shotpower with powerball, so players can chose and be more strategic. This would exponentially increase the strategical capabilities of powerball zones (specifically hockey zone). Yes, I'm being greedy with this one - ship friction: be able to set friction to decelerate ships (like you can with powerballs). This is obviously a radical change from true space physics ... but then again Continuum has become more than Subspace. capability to provide instant start-stop movement without having to use afterburners with zero non-afterburner movement. This provides "infantry" type games (and other development games, such as ?go battleship in tw) to provide more realistic and interesting settings, specifically to engineer 2d FPSs (really, second person shooters). - new tile: low walls: ships can not cross tile, weapon types and powerballs can. see next suggestion for elaboration on the "why" of this - new tile: fortifications (ie one-way low walls): ships can not cross tile in either direction, weapon types can only cross in one direction (providing secure firing ports to enhance base play). This feature would widen continuum's ability to make new and interesting games more than any new feature I've heard suggested. The strategical dimension of seizing "turf" that is actually better defended could create a whole subset of games that revolutionize the game. - *destroy sysop level command: explodes ticked player ship as if it dropped below energy 0. Would allow bot programming to create unique zones involving single player challenges, as well as a myriad of interesting ways to use it (such as mimicing ship-to-ship collisions). - customizable statbox (F2): provides for different zones to be able to customize f2 stat descriptions (ball games with stats like goals and !@#$%^&*ists, "shopping games" with money, etc). Yes, another hockey zone/powerball greedy feature. - more bomb/bullet levels: More stuff I'm not sure is feasible given the original design of the game, but i'll assume it is. make the availability for a wider range of bullet and bomb levels so zone design can become more indepth and balanced. Instead of 0-4, 0-10 would allow a different level for each ship. - ?zone command: like ?go command, switches zones (possible an ASSS thing?). syntax something like ?zone [sSCE Trench Wars]. - more sysop command interaction with scores/billing: this sounds like a server-side thing, but if I'm wrong, here it is anyway: much like *scorereset, which wasn't intended to be used as widespreadly as it is now in leagues, other commands interacting with the "scores" could add hundreds of new dimensions bot programming and zone development. adding sysop level commands to add kills, deaths, points, etc to player scores would allow single player game development, as well as zone ideas that we couldn't even comprehend right now, much like the *destroy command specified above. Coupled with zone customizing of those categories (ie kill, deaths) to add things such as goals and !@#$%^&*ists, powerball zones could integrate their bot design into their actual zones. (again, a greedy feature suggestion) - strafe: zone can set l/r arrow keys (or other keys) to allow strafing: I have absolutely no idea if this is feasible given the game engine, so I'll just assume it is Like the above idea, I feel this one enhances "infantry" type games, and could infact create a whole subsection of new games. Unfortunately this adds more keys people have to learn to use unless mouse support is added for rotation. - mouse support: Yes, I know this is far fetched, but I just have to add it ability to aim/rotate with mouse movements, use mouse1 and mouse2 to fire. sends information about click coordinates and direction, so new weapon [artillery] can be used to fake 3d (travels through walls until location, then explodes), plus various new gameplay opportunities.