Unreal Tournament Fourever - Epic Wiki

# Unreal Tournament Fourever

The goal of this project is to explore numerous ideas relating to the Unreal Tournament and Championship franchise! It is largely a collection of new ideas for testing purposes to try and expand on the core game without deviating from the essence, to apply those ideas in a way they will still fit with the new art direction and theme whilst staying true to the originals. This is very much a tribute to great modifications for FPS games over the years, inspiration from the likes of Painkeep, Team Fortress, Weapons Factory, ChaosUT2, Fraghouse Invasion, Ballistic Weapons, Weapons of Power and a whole host more. The idea is a losely packed set of mutators to begin with adding new weapons, gamerules, player movement and new items.

# Contents

# Liandri Grand Championship

Is a single player ladder modification that adds player rosters and various other features to the PvP portion of Unreal Tournament. The rules of the grand tournament vary slightly and are subject to change (random mutators, transmogrify powerup bases, etc), this year Liandri has decided to focus on allowing combatants a wider variety of utility tools and melee weapons.

  • Offhand Weapon support (Akimbo & Mixmode)

Cant mix hammer, translocator and grapple, all offhands.

# Legendary Heros

Historic great matches from previous UT games, the first Malcolm vs Xan final featuring more classical versions of their skins. This extended ladder should encompass all the best matches through out the history of the tournament, in a similar vein to the original Assault reenactments but focusing on spectacle and the immortal gladiators.

# Hype/Fame

The idea behind this concept is that the Liandri Tournament really is a form of entertainment, the combatants should aim to please the audience and keep them enthralled in the heat of the battles. This should help the spectacle of the event, to really put the focus on new and interesting things within the game instead of the same type of kills and combat you've seen in past UT games.

https://forums.unrealtournament.com/showthread.php?6867-Adrenaline&p=56227&viewfull=1#post56227
https://forums.unrealtournament.com/showthread.php?6867-Adrenaline&p=66818&viewfull=1#post66818

First Blood: could add a short multiplier on event? Audience Attention bar drains down, multiplier continually drains off bar but there is a pause between bars.

# Species

http://liandri.beyondunreal.com/Species_Statistics

Species

Human

Gene-boosted
Human

Skaarj Hybrid

Skaarj

Nakhti

Cybernetic

Undead

Mass

1.1

1.3

1.35

1.5

1.4

1.4

0.9

Agility

0.7

0.5

0.85

1.0

1.1

1.1

0.9

Vitality

1.0

1.5

1.2

1.35

1.4

0.8

1.0

Stamina

1.5

1.0

1.4

1.2

1.6

2.0

1.8

# Skill Shots

Skill shot mutator to add events to interesting kill shots like hitting someone long range with a mid-air rocket or a long distance headshot etc. Largely inspired by Quake and Bulletstorm, the idea is to make killing people more interesting by tying this into the Hype/Fame system more unique kills are rewarded higher than just simply killing someone with the same weapon the entire game. Similar to the idea behind Gun Gametypes which require players to make a kill with each weapon to win.

Ace : Air Rocket
Hot Shot : Loaded Rocket MultiKill
Shombo : Shock Combo MultiKill
Goo'd : Goo MultiKill
Shredded : Flak Shard Gib Close Range
Headshot
Hammer Time : Hammer Kill after Spawn
Gangsta : Dual Enforcer Double Kill
Vertigo : Send an enemy down a huge drop.
Juggler : Blast an enemy into the air and then kill them.
Knee Capping : Blast an enemy into the air and then they die from falling damage.

This is about making the game more interesting for spectators also, to that end unique kills are higher rewarded but you can play well with a single weapon and also achieve a reasonable amount of Hype/Fame. It rewards players who take the risk to try and achieve these types of kills and in variation, each first blood kill with the weapons will also award Hype with multi-kills also being rewarding but higher for streaks with multiple weapons.

# Professions

Warrior, Soldier, Mercenary, Hunter, Assassin, Prisoner, Criminal.

# Fourtress

# Source

Fourtress.h Fourtress.cpp

# Design

Is a basic class based framework consisting of modifiers in the form of the following statistics:

  • Mass : How heavy a player of this class is, affects gravity scale, momentum, etc.
  • Agility : How restricted the players movement is, Wall Dodges, etc.
  • Vitality : The amount of Health a player has.
  • Strength : Damage scaling of this players Weapons. (Im not convinced that adjusting weapon damage values are the best idea for balance, see old species UT2004)
  • Stamina : Relates to how much Adrenaline a player can use.

# Class Types

All values are multipliers for various base stats, for instance Agility is considered to be a number of variables in the movement component, such as a characters ability to wall dodge.

Pawn

Bishop

Knight

Rook

Weight

Standard

Light

Medium

Heavy

Size

1.0

0.94

1.12

1.2

Mass

1.0

1.1

1.25

1.35

Agility

1.0

1.14

1.08

0.9

Vitality

1.0

0.75

1.25

1.5

Stamina

1.8

2.0

1.5

1.0

Armour

Shield
Helmet
Vest
Thighs

Shield

Vest
Thighs

Vest
Thighs
Helmet

# Bombing Run

Round resets after players have delivered the Orb to the goal. Alot more sports themed than its counterpart CTF, this modified version of BR will feature player classes by default, each class will only allow a limited amount of players to select it, for instance there will be 3 core classes with a coach or commander being a possible expanded role setting out plays for the team.

The idea here is that players will have to work together more to score a goal, a Heavy class player may be used primarily on defense for example but for a strong defensive team it might become a necessity to push through with a Heavy class on offense. This basically takes the Fourtress mutator and applies it at the core of the gametype, Light classes will gain the ability to use the hoverboard in this gametype and players will be equipped with the Shieldgun (ball launcher).

# Greed

Variant where kills with the Orb give you a slight buff and increase the score per each frag.

# Assault

A modification to the classic Assault game rules to improve the flow could see different scenarios which could include:

  • Invasion, Tower Defense: Where defense teams are given a short time to setup a defense and then a larger attacking force attacks. (could use the ONS Core, turrets etc)
  • Ambush, Defend: Not all defense scenarios need to include bases, convoys and other logistics such as outposts are prone to attacks.
  • Payload, Offense: Not all scenarios need to be defensive, in this one a team maneuvers through a map pushing a payload forward, locking it in at check points. This could include extra objectives such as locked doors to provide side missions and opportunity for teams to split into squads.

The games winner is determined by which team either holds out the longest on defense, or successfully attacks the fastest.

# Waves

Players are limited to spawning in waves, this allows a more unified front for attack and defense, punishing the players more for their deaths.

# Positions

Offense,
Defense,
Stealth,
Perimeter Defense,
Mechanic,
Medic,
Support,
Coach/Commander

# Kit / Loadout

Assault being historical reenactments the weaponry could be that from previous Unreal games to showcase the breadth of the universe. Chosen by the level designer to best suit the scenario, typically 3 main weapons and 2 secondaries will be selected along with the ability to man turrets.

Kits might include utility items such as grapples, scuba gear etc.

# Horde Mutator

Changes the mode to use the AI for a single team putting all humans on. Can allow Species/Faction rosters to be added as well as some classed based tweaks such as Champions, Heros etc.

# Onslaught/Warfare

Liandri Vehicle Set
Species Hoverboards (Skaarj, Necris, etc)
Better turrets, deployable, buildable, required a node to be "over charged"? Radar Dishes, switchable vehicle factory, class kit loadout pods

# Attrition

Degenerating Health, Armour and Shields. For CTF/Onslaught this will only happen in enemy territory. Vehicles ammo regenerates faster in friendly linked territories (logistics, supply lines)

# The Adrenaline Mutator

The core concept behind adrenaline is that its a form of energy the player can use, in UT2003/4 players use it to perform combos which is the basic premise. The idea is to keep it largely intact but removing the issues with the positive feedback loop for skilled players and make it more skillful, make it useful for lower skilled players to use as a comeback mechanism. A typical type of energy we see in fighting games (which would could relate to UC2) is an energy or super bar, this bar fills based on a number of different events not just when a player frags/damages another.

http://forums.unrealtournament.com/showthread.php?4627-Adrenaline!-Yes-or-No&p=59196&viewfull=1#post59196
http://forums.unrealtournament.com/showthread.php?4627-Adrenaline!-Yes-or-No&p=59433&viewfull=1#post59433
http://forums.unrealtournament.com/showthread.php?4627-Adrenaline!-Yes-or-No&p=59652&viewfull=1#post59652
http://forums.unrealtournament.com/showthread.php?4627-Adrenaline!-Yes-or-No&p=60268&viewfull=1#post60268
https://forums.unrealtournament.com/showthread.php?6867-Adrenaline&highlight=Adrenaline
https://forums.unrealtournament.com/showthread.php?6867-Adrenaline&p=56460&viewfull=1#post56460
https://forums.unrealtournament.com/showthread.php?6867-Adrenaline&p=56496&viewfull=1#post56496
https://forums.unrealtournament.com/showthread.php?6867-Adrenaline&p=71666&viewfull=1#post71666

http://mortalkombat.wikia.com/wiki/Super_Meter
http://i.imgur.com/oW77T.png

# Faction

All Faction skills will require Adrenaline to perform.

https://forums.unrealtournament.com/showthread.php?6867-Adrenaline&p=61539&viewfull=1#post61539
https://forums.unrealtournament.com/showthread.php?6867-Adrenaline&p=66974&viewfull=1#post66974

Weapon Manufacturers

Thunder Crash

Alliance

New Earth Government

Colour

Green

Gold?

Skills

Concussion
Will boost towards a player stunning them.

Booster
Small Jetpacks allow the player to boost up slopes further.

Hooah
Boosts health and agility of players around for a short time.

Guns

Enforcer
NEG issue, Axon contracted

Pulsegun
Combat Assault Rifle (CAR)

Sniper Rifle

Melee

Impact Hammer
Liandri Mining standard issue impact hammer.

Iron Guard

Alliance

Jihan Nyhn

Colour

Gold

Skills

Stalwart
Buffs a players armour, especially against energy weapons.

Steady Aim
causes all weapon spreads to tighten.

Vengeance
Causes all damage received to boost health and reflect a
portion of damage back on the attacker. (Thorns)

Guns

Enforcer
NEG issue, Axon contracted

Flak Cannon

Trifecta
Triple barrel machine gun

Melee

Kick
Can kick people and stun them, cause them to ragdoll and fall off ledges to their doom.

Corrupt

Alliance

Liandri

Colour

Orange

White

Skills

Cannibalize
Provides a temporary health boost by using non-vital systems.

Homing
Causes projectiles to target opponents.

Repulse
Strong internal emp that partially reflects projectiles.

Guns

Rivot Gun
Welging/nailing space tool, modifed to be an smg for the tournament, liandri make the rules.

Cannister Gun
(Sentry/Proxy/Sticky?) Axon was looking for a replacement to their old split delivery system

Lightning Gun
Instagib/Railgun replacement, has its original charge mode with the status bar.

Melee

Hammers

Juggernaut

Alliance

Axon

Colour

Red Decals

Gun Metal Armour

Silver/Brown?(Axon?)

Skills

Beserk
Raises the firerate to 1.25, projectile damage doesnt do as much knockback.

Smash
Flying Melee Attack with Gauntlet, can be used for jumping up higher.

Regenerate
GeneBoosters kick in when a warrior has reached a level of trauma
causing tissue to rapidly regenerate for a short period.

Guns

Double Barrel Shotgun
Pitbull Shotgun

Ripjack
Crafted from technology capture by the NEG during the Human/Skaarj war, Axon was contracted to make this weapon more ergonomic for humans.

Minigun
These antiques were mounted to vehicles but reclaimed when Axon won the NEG contract to supply Earth with military vehicles.

Melee

Gauntlets
Power Fist

Black Legion

Alliance

Phayder

Necris

Drakk

Colour

Black Armour

White/Grey Skin

Skills

Siphon / Vampire
A portion of damage caused is returned to the player.

Ethereal
Causes the player to become partially elemental with physical damage taken being weakened.

Nano Cloud
Collects health from the surrounding area and returns it, will also leech health from opponents.

Guns

Six Shooter
Primary is air rounds to push players around, slight knockback. Secondary is air burst nanoblack clouds.

Venom Rifle
Railgun necris style, causes lingering damage on body shots. Small amount of health but reasonable duration.

Spider Mines
Spidermines build a laser web?

Melee

Nano-Blades

Grapple

Ronin

Alliance

Izanagi

Colour

Red

Grey?

Skills

Shuriken
Dash and a push move.

Wraith
Deals extra damage against the enemy who last killed you.

Flash
Flashes and makes you temporarily invisible. (ghost warrior)

Guns

Stinger (Speargun) :

Ball Launcher
Canon but fires energy balls that bounce around areas.

Takkra
Takkra

Melee

Shield Gun? Ball Launcher?

Skaarj

Alliance

Skaarj Queen? Mercenary? Hybrid?

Colour

Green

Tattoo Colour

Skills

Primal Scream
Audible defense against enemys, will stun them if they are close enough.

Warrior Spirit
Call on inner strength making you less vulnerable to physical damage.

Predator
Thermo camouflage

Guns

SludgeGun
Modified BioRifle.

Eightball
http://img1.wikia.nocookie.net/__cb20131210225818/legacyofkain/images/e/e2/Nosgoth-Character-Hunter-Bola-Weapon.jpg

RazorJack
hunting weapon, adapted for military purposes.

Melee

Razik :
Blade Burst
Charge with your Melee weapon.

Nahkti

Colour

Gold

Teal

Skills

Energy Shield
Blocks damage from Energy Weapons.

Energy Burst
EMP burst that disables electronics, including pickup bases.

Stun Trap

Guns

Dispersion Pistol

Goo Gun

Stinger

Melee

Shock Lance

Nali

Colour

Gold

Teal

Guns

Dispersion Pistol

Quad Enforcers

Krall

Gen Mo Kai

# Relics, Runes and Artifacts

Runes: Weapons come with various sockets allowing you to select combination of Runes that modifies a weapons abilities
Relics: Mutator for dropped pickup version of the Skills.
https://forums.unrealtournament.com/showthread.php?6867-Adrenaline&p=68553&viewfull=1#post68553
Artifacts: Usable powerups

# Botpack

Updated AI to include caching to disk to improve bots ability to navigate the map and remember successful strategies, not just of their own but their opponents. This could be expanded to a cloud service to allow for sharing of AI on different servers by syncing new data into the database, however on dedicated servers the mutator will allow the server to cache data locally.

# Unreal

# Powerups and Pickup Bases

Riot Shield:

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