mindzx wrote:
Sad fact, once upon a time when like 2 or 3 Rune mods was being worked on at once, some of those idea's have seen the light of day and then disappeared to never be seen again.
Not so my friend! IEEE and I worked on several of these ideas, first in BDA, then in Rune Quake Advanced, then he carried some of them over to RQ+. I'm sure I have much of that code amongst my terrabytes.
BDA was a particularly weapons-heavy mod, and the runes we added were much stronger in most cases than most of the runes we're used to in Rune Quake. So the runes in that mod were part of an arms race to hand out beatdowns. However, they can all be toned down as necessary to fit in the mix with Rune Quake.
Some of the suggestions so far in this thread were done by us:
Rune Snatcher - This one would be great to add because it was great for dealing with rune whores who'd get a strong rune then never drop it. Its usage was something like the switch rune, and when you hit a target player, their rune would fly through the air towards you, letting you take it. It wouldn't need to be toned down at all, because it is only as strong as the other runes in the mod.
Rune of Darkness - This was another one that worked very well, and I had completely forgotten about it. Created a shroud of darkness around the holder that only affected enemies. Not too strong, but pretty cool.
Shambler Flea Rune - This one would need to be slightly toned down or handicapped in order to fit in RQ. Its big weakness was that it would die instantly in water. It wasn't my favorite rune we ever made, but I'd have to fire it up again to remember why.
Slot, if you would be interested in using some of the runes we did, I'd be happy to share the code with you as long as you comment with proper attributions.