Longevity v0.8

Author:	Karl Pauls (kpauls@eecs.wsu.edu)





This is a server side mod that attempts to balance gameplay.

Primarilly it scores players based on how much damage they do. A high scoring 
player hitting a low scoring one will recieve 1/8 of the damage they do. Vice 
versa a low scoring player gets 1/4 of the damage they do. There is an 
additional quad penalty of 1/16, but since you do more damage you still score 
twice as much as you would per hit. Set your fraglimit accordingly. 200 will 
produce a nice short game; 1000 will seem like a 30+ frag q3a game. Do not 
set your fraglimit to 100 or as soon as someone scores the game will end.

Second, all players' max health is equal to their score.

Third armor is more important in Longevity. Armor wears away slower and absorbs 
damage on a different scale (TODO: document armor algorythm). Suffice it to say 
you want as much armor as you can get. You start with 50 and your max armor is 
half of your max life. As with scoring the weaker player has a slight advantage, 
but not much.

As your maxlife increases so does your game mass, and so you have reduced 
knockback. In future versions this will be configurable.

Finally there is an alternate firing mechanism and a few modifications to the 
weapons.

Alternate firing command	-> "altfire"
Bind this to a key like this:	"bind f altfire"

Gauntlet:
	Primary:	no change yet
		plan -> easier to hit with gauntlet
	No secondary fire yet
		plan -> ? any suggestions.. faster, more knockback?

Machinegun:	You start with 999 ammo
	Primary:	faster, wilder, slightly weaker machine gun
	Secondary:	slow, accurate, almost as strong as a plasma shot

Shotgun:
	Primary:	Same as always
	Secondary:	Fires twice as fast, does a little more than half damage
			and ignores armor

Grenades:
	Primary:	Larger blast radius
	No secondary fire yet
		plan -> proximity mines or vortex grenades

Rockets:
	Primary:	Slightly larger blast radius
	No secondary fire yet
		plan -> vulnerable homing missles

Railgun:
	Primary:	Delivers double knockback
	No secondary fire yet
		plan -> huge nockback, no trail

Lightning:
	Primary:	Ignores armor
	No secondary fire yet
		plan -> static discharge, only expends ammo when someone's close

Plasma:
	Primary:	bigger blast radius, more damage, limited range (far 
			enough, but no sniping)
	No secondary fire yet
		plan -> shorter range, tripple bursts, bigger impact radius

BFG:		twice as much ammo
	Primary:	bigger blast radius, armor eating (acts as old style 
			armor did)
	No secondary fire yet
		plan -> big explosion, eats much ammo


All blast radiuses act more natural, degrade faster as you move away from the 
center (1- sqrt(d)/sqrt(r)). This coulpled with the increases radiuses make it 
easier to hit someone with those weapons (and thus easier to score) but harder 
to kill.
