Part 2 * Deathmatching in Minisubs * By Strag (vannatta@cis.ohio-state.edu)

One of the most interesting aspects of Malice DM is in its minisub
warfare.  This is an experience completely different from normal
deathmatch.  I'd say it's more like deathmatching in Descent, but
you don't have to learn any new controls since you get to use your
standard Quake controls.  I had such a blast deathmatching in these
things - it truly is a refreshing alternative to anything else out
there.  I can't wait until the Malice QW servers go up!

To start with, you can really haul ass when you're in a minisub.  
Also, the subs emit bubbles whether you're moving or sitting on the
ocean floor.  Campers are easily detectable, but you can still
surprise somebody without much trouble.

Minisubs fire torpedoes, and have an unlimited supply.  However,
while in a minisub you can only have a maximum of two torpedoes in
the water at the same time.  This may
seem limiting, but it actually provides needed balance when you
consider that the torpedoes home in on
your opponent (and these things will follow you like bloodhounds)
whether he's in or out of a minisub.  Once both torpedoes
detonate you can fire again.  Also, if you eject from your minisub,
any torpedoes you have in the water immediately detonate (so you
can't just fire off a few torps and swim up to safety).  BTW, the
torps have a large blast area, so tricking one into ramming a nearby
wall will still hurt you quite a bit!

You take much less damage from conventional weapons while in a
minisub, but obviously a torpedo is more devastating than your average
Uzi.  Interestingly, your opponent can damage you more with a
conventional weapon if he fires
into the window on the front of your minisub instead of at the sub's sides or
rear.  So he's got to get right in your face if he wants to take you
out with a shotgun...

For technical reasons, minisubs don't blow up.  Instead, once you die or
eject, the minisub just sits exactly where you left it.  However,
you can still gib an opponent while he's in a minisub (this is
hilarious!), and it's also funny to see a player's intact (but dead)
body flying through the water when he gets blasted out of his sub.

All of the minisub sounds are awesome.  I especially like the sound
of a torpedo locking onto an opponent, although the propeller sound is
excellent as well.  In short, you're gonna love these things!



* From Hoverboards to Scuba Gear *

If you think the minisub will offer an underwater advantage in Malice 
deathmatch, wait until you experience what the hoverboard will do for 
you on dry land!  Since a hoverboard increases your running speed fourfold, 
you'll want to grab one whenever possible.  While on a hoverboard you 
can jump much higher than normal, and as an added bonus the hoverboard 
has a turbo boost feature.  Quickly pressing jump twice will give you a 
short, powerful burst of propulsion in whichever direction you're pointing.
Hear me now and believe me later!  Players who are able to control the 
hoverboard like an extension of their bodies will assuredly have an advantage 
over those players who neglect this skill.

Besides offering speed and maneuverability, the hoverboard will also save you
from the nasty effects of falling.  While riding a hoverboard, you'll be able to 
leap from any height without having to worry about splattering yourself upon
landing.  Of course, having all this power in deathmatch does come with a few 
strings attached.  You make noise while riding a hoverboard, and the turbo 
boost is especially loud.  Also, you'll have some trouble maneuvering through 
areas with low-hanging beams and other obstructions.  And especially troublesome 
for hoverboard riders are liquids!  Sadly, the hoverboard seems unable to 
traverse fluids easily; you'll have difficulty steering (much like someone 
trying to run on ice while wearing penny loafers).  Either deactivate your 
hoverboard or use the turbo booster to blast yourself onto dry terrain.  
Otherwise you're a sitting duck!

At this point let me mention the player's inventory and how it's used.  
Since Malice wisely features only a few key items, you won't be wasting 
time searching through an endless "Bag of Holding" for whatever it is 
that you want.  You'll need to bind one key to an impulse that allows you 
to toggle through the items in your inventory, and you'll also need to 
bind a key to an impulse that will allow you to use your selected item.  
In your inventory you'll be able to carry the probe, the hoverboard, 
and the parachute.  Of those three items, you'll only ever need to select 
the probe and/or the hoverboard for use since the parachute is always 
available via the jump key once you've picked one up.  Flipping through 
your inventory will quickly become second nature, and a small picture of
your selected object appears on the status bar as visual input.  It's all 
very fast and efficient.

The parachute is another cool item that's very useful (sometimes necessary!)
in Malice DM.  I'd say it's more accurate to call it a parasail.  It's 
shaped like a real parasail, and with it you have a high degree of maneuverability 
while floating down from high places.  This is an item that, once you pick 
it up, is always at your disposal.  It'll definitely save you from splattering 
on the sidewalk, but it can also make you a floating target if you use it incorrectly.
Here's a tip:  Don't deploy the 'chute until you're almost to the ground.  You 
can safely fall most of the way down and then quickly slow your descent at the 
last second.  You'll want to learn this trick, as you can't pull the 'chute back 
in once you've deployed it.  And it makes noise, so if you deploy early then 
everyone nearby will come looking for a free frag.  Overall, the parachute obviously 
isn't as desirable as the hoverboard, but it's a good practice to grab one just 
in case you need to make a quick exit from a great height.  

Scuba gear is the underwater version of the parachute.  Once you pick up a set 
of scuba gear, it'll automatically kick in when you're submerged.  While it 
doesn't last indefinitely, scuba gear is a necessity if you need to make 
long underwater excursions.  Upon acquisition of the gear, a readout on your 
status bar will indicate nine units of air.  One unit will provide around 
20 seconds of air, so you'll be able to stay underwater for....ummm....uh...a while.
Grab a new set of scuba gear and you'll instantly have a full tank of air (even
if your old tank wasn't completely empty).  Learn where scuba gear is located 
in the levels so you don't start sucking water in the middle of an underwater fight.

The last item I'll mention is the teleporters.  Malice's teleporters will pass 
any and all objects.  This includes players, bullets, buckshot, kidney stones,
Stinger missiles, mortar rounds, plasma bursts - everything but the kitchen sink 
(something about teleporter physics prevents this).  So as you can imagine, this 
adds another dimension to deathmatch.  Fire a few mortar rounds through the nearest 
teleporter and watch all the campers at the other end roast in peace.  Even spent 
casings ejecting from various weapons will pass through teleporters (all firearms, 
the mortar gun, and the Punisher eject spent casings of their respective ammunition
type).  This game is gonna rock your deathmatch world - get ready!

