CMM's RadarTranslocator - Turn the Radar OFF?I am thinking of turning OFF the Radar part of the Custom "RadarTranslocator" used on CMM.
(Yes, the radar can be turned ON or OFF, and/or the radar Range (how far out it detects targets) can also be adjusted also in our transloc)
I have been thinking about this for quite a while, in the back of my mind.
1) There have been a few requests to turn the radar part of the RadarTranslocator OFF, and also a few coments from players that they do not want or like the radar part of the translocator.
Some that do not know about its use say it is a cheat.
But of course it is Not!
Well, even disregarding all of that, I am also thinking it might be quite a bit more fun and suspenseful if the translocator radar is turned off also.
2) With the transloc radar OFF, there would be quite a few more surprise attacks on people, and also the players would need to use more of their observation skill to find out where their targets are hiding.
3) Another benefit of this would be that it will encourage more use of guiding, in the versions that have guiding of course.
This is because when using the Alt-Fire "Guiding" (right mouse button) mode, the Radar for that will still be "ON", as with the stock UT redeemer.
(AND Yes, the radar can be turned ON or OFF, and/or the radar range (how far out it detects targets) can also be adjusted also in our Guide mode)
Note: The guide mode radar in our PirateDeemerCMM012 mod also tells you if the target blip is a bot or a real human player.
Bots show up as
RED distance numbers under the cross-hairs, and Real Players show up as
WHITE distance numbers under the cross-hairs.
So you can see that a player would get an added benefit or reward when he guides the missile, thus encouraging guiding more.
These are just 2 benefits of having No Radar on when using the transloc - there MAY even be more benefits I haven't thought of.
So, in conclusion, I think we will try this for a while and see how players like it - or not.
It is Now OFF! - FYI
Please, Let us know!