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  <channel>
    <title>Under Consideration</title>
    <description>Under Consideration</description>
    <pubDate>Mon, 17 Apr 2023 16:27:03 +0000</pubDate>
    <lastBuildDate>Mon, 17 Apr 2023 16:27:03 +0000</lastBuildDate>
    <generator>Empires Mod</generator>
    <link>https://forums.empiresmod.com/index.php?forums/under-consideration.46/</link>
    <atom:link rel="self" type="application/rss+xml" href="https://forums.empiresmod.com/index.php?forums/under-consideration.46/index.rss"/>
    <item>
      <title>Put "Awaiting" as background music during commvote</title>
      <pubDate>Wed, 04 Oct 2017 07:10:48 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/put-awaiting-as-background-music-during-commvote.18740/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/put-awaiting-as-background-music-during-commvote.18740/</guid>
      <author>invalid@example.com (D.D.D. Destroyer)</author>
      <dc:creator>D.D.D. Destroyer</dc:creator>
      <content:encoded><![CDATA[<a href="https://soundcloud.com/desertratmatt/awaiting?in=desertratmatt/sets/empires-mod-soundtrack" target="_blank" class="externalLink" rel="nofollow">It fits really well.</a>]]></content:encoded>
      <slash:comments>12</slash:comments>
    </item>
    <item>
      <title>Change F-menu cooldown to be per-action</title>
      <pubDate>Tue, 16 Aug 2016 18:14:57 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/change-f-menu-cooldown-to-be-per-action.20407/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/change-f-menu-cooldown-to-be-per-action.20407/</guid>
      <author>invalid@example.com (Xyaminou)</author>
      <dc:creator>Xyaminou</dc:creator>
      <content:encoded><![CDATA[Some people might not know this but there is a global cooldown (delay) for the actions you can perform through F-menu.<br />
From what I understand it&#039;s used to both prevent spamming (air support and such) and abusing squad powers (imagine squad artillery without delay).<br />
<br />
The delay in itself is a good idea but it being shared with every command leads to unnecessary delays leading to failed actions (if you&#039;ve ever lead a squad as an engineer you know what I&#039;m talking about).<br />
I propose a...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/change-f-menu-cooldown-to-be-per-action.20407/" class="internalLink">Change F-menu cooldown to be per-action</a>]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>LMG bipod for stand/crouch mount</title>
      <pubDate>Mon, 16 May 2016 16:36:58 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/lmg-bipod-for-stand-crouch-mount.18998/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/lmg-bipod-for-stand-crouch-mount.18998/</guid>
      <author>invalid@example.com (FN198)</author>
      <dc:creator>FN198</dc:creator>
      <content:encoded><![CDATA[Add an LMG bipod for stand/crouch mount to make recoil as it is while prone.]]></content:encoded>
      <slash:comments>26</slash:comments>
    </item>
    <item>
      <title>vehicle audio warnings</title>
      <pubDate>Mon, 16 May 2016 16:34:57 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/vehicle-audio-warnings.15055/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/vehicle-audio-warnings.15055/</guid>
      <author>invalid@example.com (FN198)</author>
      <dc:creator>FN198</dc:creator>
      <content:encoded><![CDATA[Proposed Vehicle Sound Additions<br />
<ul>
<li>a high pitched like prohibited sound that pulses are few times when vehicle is overheated<br />
</li>
<li>a beep that notifies the user when the hull is suddenly damaged<br />
</li>
<li>a beeping sound that notifies the user when the hull is critical and continues to play until the vehicle is repaired to a higher level.<br />
</li>
<li>reloading sounds when vehicle weapons are reloading</li>
</ul><br />
It makes the game more intuitive and gives it a more immersive feel. Empires is...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/vehicle-audio-warnings.15055/" class="internalLink">vehicle audio warnings</a>]]></content:encoded>
      <slash:comments>31</slash:comments>
    </item>
    <item>
      <title>Store cfg in steamcloud</title>
      <pubDate>Fri, 25 Mar 2016 22:02:48 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/store-cfg-in-steamcloud.20097/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/store-cfg-in-steamcloud.20097/</guid>
      <author>invalid@example.com (Tama)</author>
      <dc:creator>Tama</dc:creator>
      <content:encoded><![CDATA[Keybindings, class skills and tank loadouts could be stored in steam cloud, so you keep your settings when you switch computers.<br />
<br />
Credit for the idea goes to Mr.X;<br />
&quot;Mr. X.: since I recently re-installed windows I had to copy my cfg from my laptop, so it came to me when steam ask me to sync files&quot;<br />
<br />
According to this steam documentation page (only accessible to devs, sorry) it shouldn&#039;t be too hard.<br />
<a href="https://partner.steamgames.com/documentation/cloud" target="_blank" class="externalLink" rel="nofollow">https://partner.steamgames.com/documentation/cloud</a>]]></content:encoded>
      <slash:comments>6</slash:comments>
    </item>
    <item>
      <title>Steam Workshop</title>
      <pubDate>Fri, 25 Mar 2016 15:59:31 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/steam-workshop.20100/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/steam-workshop.20100/</guid>
      <author>invalid@example.com (Ranger)</author>
      <dc:creator>Ranger</dc:creator>
      <content:encoded><![CDATA[Imagine a world where first world problems are solved. No hunger, all diseases cured, infinite energy, working democracies, world wide peace etc. We could  then have a Steam Workshop for our Empires where we are free to upload our creations, not only weapons, but all sorts of items, vehicles and buildings. Both official and community made overhauls, replacements or just simple additions.<br />
<br />
If you have played Portal 2 you have probably noticed the in-game map editor. Cities: Skylines also has...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/steam-workshop.20100/" class="internalLink">Steam Workshop</a>]]></content:encoded>
      <slash:comments>8</slash:comments>
    </item>
    <item>
      <title>Budget armor, RIP or a new life?</title>
      <pubDate>Thu, 24 Mar 2016 17:31:46 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/budget-armor-rip-or-a-new-life.20032/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/budget-armor-rip-or-a-new-life.20032/</guid>
      <author>invalid@example.com (Sgt.Security)</author>
      <dc:creator>Sgt.Security</dc:creator>
      <content:encoded><![CDATA[In short, there&#039;s no point in having two armors that are both weak and cheap.<br />
Absorbant and Budget both have 60 hp, Plain armor has 40 hp, they are close enough.<br />
<br />
Although Absorbant has 2 advantages over Budget/Plain armor.<br />
1: Absorbant does not take any bio DOT.<br />
2: Absorbant cools your engine when you are taking damage.<br />
<br />
Basically, if we can&#039;t come up with a new type of armor for budget armor to fit in, I&#039;ll remove budget armor and drop Absorbant&#039;s cost to 4, AKA the same value as Budget...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/budget-armor-rip-or-a-new-life.20032/" class="internalLink">Budget armor, RIP or a new life?</a>]]></content:encoded>
      <slash:comments>33</slash:comments>
    </item>
    <item>
      <title>Personal CommandView</title>
      <pubDate>Wed, 02 Mar 2016 13:37:15 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/personal-commandview.19190/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/personal-commandview.19190/</guid>
      <author>invalid@example.com (Tama)</author>
      <dc:creator>Tama</dc:creator>
      <content:encoded><![CDATA[Imagine you&#039;re out in the field, and you absolutely need an armoury/barracks placed just right. Press F2 and you&#039;re hovering over your own position in a commandview. You click the building, place it where you want it, press &quot;request&quot; and all your commander has to do is &quot;accept&quot;. The commander has a scrollable pane in the view that shows each request with: accept, decline, costs. Double-clicking that zooms to the position of the requested building.<br />
<br />
No more &quot;hey comm, can I get this ref...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/personal-commandview.19190/" class="internalLink">Personal CommandView</a>]]></content:encoded>
      <slash:comments>8</slash:comments>
    </item>
    <item>
      <title>An entity that the comm can interact with</title>
      <pubDate>Mon, 16 Nov 2015 12:29:58 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/an-entity-that-the-comm-can-interact-with.10714/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/an-entity-that-the-comm-can-interact-with.10714/</guid>
      <author>invalid@example.com (Varbles)</author>
      <dc:creator>Varbles</dc:creator>
      <content:encoded><![CDATA[There are plenty of entities that we have for dealing with infantry and some for vehicles.  We have buttons, triggers, game_UIs, and all sorts of wonderful things from the empires FGD for interacting with players.  What we don&#039;t have is an entity that directly controls/is controlled by the commander.  There is no way for a commander, in commander view mode, to activate a trigger, button, or game_UI.  All we need is a way for the commander to have at least 1 way to communicate with an entity...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/an-entity-that-the-comm-can-interact-with.10714/" class="internalLink">An entity that the comm can interact with</a>]]></content:encoded>
      <slash:comments>33</slash:comments>
    </item>
    <item>
      <title>Votekicking squad leads</title>
      <pubDate>Fri, 28 Aug 2015 09:40:18 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/votekicking-squad-leads.18569/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/votekicking-squad-leads.18569/</guid>
      <author>invalid@example.com (BigTeef)</author>
      <dc:creator>BigTeef</dc:creator>
      <content:encoded><![CDATA[Had to deal with people going squad lead and ignoring any type of basic instruction and wasting tickets.<br />
<br />
I want to remove the squad leads who don&#039;t know what their doing, similar to vote kicking the commander but only squads members do it for their squad.<br />
<br />
Candles mentioned something about this and I figured we put this idea on paper instead of leaving it as spec ramblings.]]></content:encoded>
      <slash:comments>28</slash:comments>
    </item>
    <item>
      <title>Passenger spinning</title>
      <pubDate>Sat, 30 May 2015 19:10:50 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/passenger-spinning.18228/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/passenger-spinning.18228/</guid>
      <author>invalid@example.com (BigTeef)</author>
      <dc:creator>BigTeef</dc:creator>
      <content:encoded><![CDATA[An old thing that drives me up walls to no end.<br />
My suggestion is to fix that.<br />
 <br />
You know where you get a guy in like the 2nd seat of an apc and when you move the turret the guy spins making it hard for him to hit anything.<br />
This applying to any vech with a turret seat.<br />
 <br />
Is this somthing that can be fixed?<br />
If so.<br />
 <br />
Candles<br />
pls]]></content:encoded>
      <slash:comments>46</slash:comments>
    </item>
    <item>
      <title>Request Building Menu</title>
      <pubDate>Wed, 20 May 2015 07:41:46 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/request-building-menu.18632/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/request-building-menu.18632/</guid>
      <author>invalid@example.com (Herbie)</author>
      <dc:creator>Herbie</dc:creator>
      <content:encoded><![CDATA[A menu allowing players to request specific buildings has probably been suggested many times before, although I could not identify a discussion on the topic. <br />
The options would be part of the f menu or a separate menu and would display a message in the chat with a unique colour.<br />
<br />
<span style="color: SandyBrown">(Request) Herbie (A2) wants a Refinery.</span><br />
<br />
The commander would see the message in a more vivid colour or perhaps a separate part of the interface. It could also be extended to play a short...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/request-building-menu.18632/" class="internalLink">Request Building Menu</a>]]></content:encoded>
      <slash:comments>12</slash:comments>
    </item>
    <item>
      <title>E-repair</title>
      <pubDate>Sat, 28 Feb 2015 13:00:33 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/e-repair.19201/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/e-repair.19201/</guid>
      <author>invalid@example.com (BigTeef)</author>
      <dc:creator>BigTeef</dc:creator>
      <content:encoded><![CDATA[This idea transpired to the calculator suggestion.<br />
<br />
1:22 AM - Candles: What do you think about e-repair?<br />
1:22 AM - Big Boss BigTeef: Um<br />
1:22 AM - Big Boss BigTeef: A upgrade<br />
1:22 AM - Big Boss BigTeef: for e?<br />
1:23 AM - Candles: Yeah<br />
1:23 AM - Candles: Not like a skill<br />
1:23 AM - Big Boss BigTeef: Oh<br />
1:23 AM - Candles: Just making it so you can e-repair.<br />
1:23 AM - Big Boss BigTeef: so you can repair<br />
1:23 AM - Big Boss BigTeef: and build<br />
1:23 AM - Candles: Yeah<br />
1:23 AM - Big Boss BigTeef: okay...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/e-repair.19201/" class="internalLink">E-repair</a>]]></content:encoded>
      <slash:comments>44</slash:comments>
    </item>
    <item>
      <title>Voting time extension if one side has no commander</title>
      <pubDate>Thu, 26 Feb 2015 06:47:42 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/voting-time-extension-if-one-side-has-no-commander.18469/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/voting-time-extension-if-one-side-has-no-commander.18469/</guid>
      <author>invalid@example.com (Candles)</author>
      <dc:creator>Candles</dc:creator>
      <content:encoded><![CDATA[Vicki suggested this to me. In short, if the commander vote ends and one side lacks a commander, the game will automatically extend the voting time by some amount controlled by an sv value. If that value is set to 0, then it&#039;ll work the same as it always has.<br />
<br />
Just putting this here because it&#039;s like 12<img src="styles/apex-light/xenforo/smilies/cute.png" class="mceSmilie" alt=":3" title="Cute    :3" />0 and I&#039;ll forget if I don&#039;t.]]></content:encoded>
      <slash:comments>10</slash:comments>
    </item>
    <item>
      <title>Bio "Aura" Visual</title>
      <pubDate>Thu, 20 Nov 2014 17:26:01 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/bio-aura-visual.14496/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/bio-aura-visual.14496/</guid>
      <author>invalid@example.com (f1r3w4rr10r)</author>
      <dc:creator>f1r3w4rr10r</dc:creator>
      <content:encoded><![CDATA[so i just looked into the materials in my games folder and came across those bio_ember particles<br />
i have never seen them to be used somewhere (maybe i just didnt look close enough)<br />
<br />
anyway as i find it quite annoying to get bioed with everyone around not noticing it (apart from dropping health percentage ontop of your head)<br />
you can go on and on yelling &quot;heal me, HEAL ME&quot; but you die most of the time<br />
<br />
so here is the suggestion:<br />
why not use those bio_ember particles to somehow come out or lift...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/bio-aura-visual.14496/" class="internalLink">Bio &quot;Aura&quot; Visual</a>]]></content:encoded>
      <slash:comments>36</slash:comments>
    </item>
    <item>
      <title>Crouching in second seat of tank hides you</title>
      <pubDate>Sat, 25 Oct 2014 18:40:24 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/crouching-in-second-seat-of-tank-hides-you.18850/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/crouching-in-second-seat-of-tank-hides-you.18850/</guid>
      <author>invalid@example.com (Lazybum)</author>
      <dc:creator>Lazybum</dc:creator>
      <content:encoded><![CDATA[Simple, when you hit crouch you go in the tank, safe from damage.<br />
<br />
I think this has most likely been suggested before, but I want to post it again because it doesn&#039;t detract form anything and makes people more willing to go in a tank to accompany them.<br />
<br />
This has been suggested before actually, <a href="http://forums.empiresmod.com/showthread.php?t=8012" class="internalLink">back in 2009</a> oh wow.]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Fire sound...</title>
      <pubDate>Sun, 19 Oct 2014 00:08:47 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/fire-sound.18846/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/fire-sound.18846/</guid>
      <author>invalid@example.com (Urknall)</author>
      <dc:creator>Urknall</dc:creator>
      <content:encoded><![CDATA[Maybe you could add a burning/fire sound, if a building has lost 50% hitpoints... You may find a sound here: <a href="https://www.dropbox.com/sh/yfarqen6jsa2asc/AAB-eJU1k6tI-Q21WUy9AE36a?dl=0" target="_blank" class="externalLink" rel="nofollow">https://www.dropbox.com/sh/yfarqen6jsa2asc/AAB-eJU1k6tI-Q21WUy9AE36a?dl=0</a> (Ambience--&gt; AM_fire.wav)<br />
<br />
Additionally you can increase the volume, if the building looses more hitpoints...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/fire-sound.18846/" class="internalLink">Fire sound...</a>]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Add Vehicle Health in Squad Prop Display</title>
      <pubDate>Mon, 29 Sep 2014 19:51:57 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/add-vehicle-health-in-squad-prop-display.18792/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/add-vehicle-health-in-squad-prop-display.18792/</guid>
      <author>invalid@example.com (HaschteWas)</author>
      <dc:creator>HaschteWas</dc:creator>
      <content:encoded><![CDATA[Currently you can only see the player health and class in the squad display top left on the screen.<br />
<br />
I would like to see the vehicle health status of teammates there too in case they are driving a vehicle.<br />
<br />
A health bar like it is shown to the comm would be sufficient.]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Commander Console update?</title>
      <pubDate>Sat, 05 Jul 2014 19:15:48 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/commander-console-update.18646/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/commander-console-update.18646/</guid>
      <author>invalid@example.com (MomoZMonster)</author>
      <dc:creator>MomoZMonster</dc:creator>
      <content:encoded><![CDATA[just throwing out an idea for the commander console, just totally unnecessary but to have a building tracker icon kinda thing...  so as comm you know how many buildings you have left etc..<br />
<br />
<img src="styles/apex-light/xenforo/smilies/headshot.png" class="mceSmilie" alt=":headshot:" title="Headshot    :headshot:" />]]></content:encoded>
      <slash:comments>9</slash:comments>
    </item>
    <item>
      <title>Indicate in class menu what a weapon's strengths and weaknesses are</title>
      <pubDate>Sun, 18 May 2014 23:10:53 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/indicate-in-class-menu-what-a-weapons-strengths-and-weaknesses-are.18482/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/indicate-in-class-menu-what-a-weapons-strengths-and-weaknesses-are.18482/</guid>
      <author>invalid@example.com (Reznov)</author>
      <dc:creator>Reznov</dc:creator>
      <content:encoded><![CDATA[<span style="text-decoration: underline">Problem:</span><br />
<br />
Many beginners still believe that rockets cause the same amount of damage a mortar would do on a structure, which leads to them using rockets on structures. There is no visual nor audible indication of it taking almost no damage.<br />
<br />
<span style="text-decoration: underline">Suggestion:</span><br />
<br />
<span style="text-decoration: line-through">Add a sound or visual indication that the rocket does little to no damage. This would help new players to understand this fact faster by giving them understandable signals which wouldn&#039;t require text to understand.</span><br />
<br />
In...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/indicate-in-class-menu-what-a-weapons-strengths-and-weaknesses-are.18482/" class="internalLink">Indicate in class menu what a weapon&#039;s strengths and weaknesses are</a>]]></content:encoded>
      <slash:comments>34</slash:comments>
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