1. Smart Proxy Mines. Two words: "Pack Tactics". Have them hide in dark corners in rooms and jump out at once. Or, if several are chasing down a player, have one or two jump OVER his head to cut him off and surround him. Have them hide on top of door frames to jump down on unsuspecting players, etc. Also, for team games, have them colored, and able to destroy 1 for 1 a proxy of the opposite team. Have packs of proxys hop through the level as a roving pack rather than taking off in any random direction.
2. Chaos Sniper Rifle. None of us cared for the "bouncing" ammo from the first. It tended to "bounce" off walls, rails, and the floor if you were standing too close (even if your crosshairs were elsewhere). But while the lightning gus is slick, we all miss the original Sniper Rifle from UT1, and we all also miss those wicked sick railgun rounds. I'm sure with the new particle F/X in UT2K3, it's planned and will look better than ever.
The "electronic" scopes in the game stink. A nice optical scope with perhaps a digital rangefinder and magnification level indicator would be awesome for the Chaos sniper rifle. Better yet, user selectable scopes / scope crosshairs. Everything from simple Mil-Dots to fancy crosshair brackets. It should resemble a gun scope though (not a TV monitor).
3. Jump Boots. Double jump is cool; jumping like a bad anime character rules though. Sorely missed.
4. Turrets with configurable weapons. They come pre-loaded with machine guns, but you can "install" one or two weapons you're carrying to the turret. When the turret materializes, you can touch it, hit a button, and it'll "assimilate" a weapon of your choice onto it.
5. Sword. If you bring it back, must do more damage. 5 out of 5 of us agree, unless it was used in a "sword only" match, it was completely worthless. It just took too long to kill someone with it.
6. Crossbow. This was a personal favorite of mine, especially the explosive and poison quarrels. Some other ideas for quarrels though might be: Corrosive - Does normal damage, but destroys armor like none other. Incindiary - Spreads like napalm onto an area for a short period. Nice for beating a hasty retreat carrying the flag in CTF (or BR!)
7. Interface. Have EVERYTHING on a toggle switch to COMPLETELY configure the ChaosUT2 mod. For example, if I wanted to turn on everything but spawn protection, the bouncing rounds of the sniper rifle, and the sword, I should be able to select that.
8. The black hole thing. Highly desired. Only difference, put on a "throw distance" thing like the grenade launcher on the default machinegun where you hold the trigger to toss it farther. Too many times I wanted to toss it off a ledge, but had it stop on the edge of the ledge with me. Be sure to include some mega-cool particle F/X when it goes off!
![Smile :)](./images/smilies/icon_smile.gif)
9. Karma rules. Indirect rocket fire or weaker weapons don't kill proxys, it sends them flying, riccocheting (sp?) off walls with karma physics until they can regain control. Turrets tip and fall off ledges if told to spawn there, exploding. Turrets can be spawned on rough, uneven terrain, try to compensate for it, level itself, and if it can't, fall over. The grappling hook mechanics should be linked to the physics engine as well for realistic swinging, etc (but from the sounds of it, you're already doing that
![Smile :)](./images/smilies/icon_smile.gif)
10. Weapon models with ammo counters. Just a gripe many of us have with UT2K3. We liked the digital "ammo count" on the gun models themselves (like the pulse rifle and rocket launcher). Please include one on any gun models for the mod?
![Smile :)](./images/smilies/icon_smile.gif)
11. The HUD is pretty good as it is, especially after the patch. I don't see a need to change it.
Well, thats it. Questions, comments, flames, etc are welcome. Thanks for making one of the best UT mods ever!