This proposes a fixed set of discrete modifications for each of the standard weapons, to be made available in game, equally for all players.

To illustrate, let's take the Shock Rifle from UT3, specifically its projectile fire. Some of its relevant default properties include:

One set of available "mods" for the Shock Rifle, then, could offer a faster `Speed` (say, 1250) in exchange for a smaller `CollisionCylinder` (say, {14,14}). Or, likewise, a slower `Speed` in exchange for a larger `CollisionCylinder`.

This example is an over-simplification, of course. The practical implementation, I expect, would be to offer the available "mods" as

Here is a napkin-pencil mockup of the mod-selection UI:

On first glance this probably recalls something like a "skill tree" from Borderlands. However, this would be

Again,

Familiar default properties would correspond to median point-values for each modification, i.e. "2/4" corresponds to the usual rate-of-fire or whatever, "3/4" is a few percent faster, "1/4" is a few percent slower, etc.

Beyond just hooray for more options/strategy, there are other benefits folded into this. For example, this offers a good mechanic for high-skill players to

(The scoreboard might also display the value of such a self-imposed handicap next to a player's name — just so everyone's still clear what's what )

And, of course, this may not be a fit for all games and all gamers — so the entire scheme could be disabled by the server with a single tick.

And that's that, for now … feedbacks appreciated.

- "Mod" options would offer slight adjustments to properties such as projectile speed, projectile size, range, fire rate, etc.

- All "mod" configurations would be
**strictly and carefully balanced**— any advantage gained must always be offset by an equal disadvantage.

To illustrate, let's take the Shock Rifle from UT3, specifically its projectile fire. Some of its relevant default properties include:

Speed=1150

Damage=55

DamageRadius=120

ComboDamage=215

ComboRadius=275

CollisionCylinder={ CollisionRadius=16, CollisionHeight=16 }

Damage=55

DamageRadius=120

ComboDamage=215

ComboRadius=275

CollisionCylinder={ CollisionRadius=16, CollisionHeight=16 }

One set of available "mods" for the Shock Rifle, then, could offer a faster `Speed` (say, 1250) in exchange for a smaller `CollisionCylinder` (say, {14,14}). Or, likewise, a slower `Speed` in exchange for a larger `CollisionCylinder`.

This example is an over-simplification, of course. The practical implementation, I expect, would be to offer the available "mods" as

**independent options**, where the player may choose which and how much of each modification to use.Here is a napkin-pencil mockup of the mod-selection UI:

On first glance this probably recalls something like a "skill tree" from Borderlands. However, this would be

**much simpler:**- the number of spendable "points" are fixed and constant for everyone
- there is no concept of leveling
- there is no tree-depth progression

Again,

**just a straightforward choose-what-you-want for each weapon class.***simple*is key:Familiar default properties would correspond to median point-values for each modification, i.e. "2/4" corresponds to the usual rate-of-fire or whatever, "3/4" is a few percent faster, "1/4" is a few percent slower, etc.

Beyond just hooray for more options/strategy, there are other benefits folded into this. For example, this offers a good mechanic for high-skill players to

**voluntarily handicap**themselves against lesser-skilled players (just leave some points on the table unspent), and still be genuinely challenged.(The scoreboard might also display the value of such a self-imposed handicap next to a player's name — just so everyone's still clear what's what )

And, of course, this may not be a fit for all games and all gamers — so the entire scheme could be disabled by the server with a single tick.

And that's that, for now … feedbacks appreciated.

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