Expert Quake2 v1.0
User Documentation

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Expert Quake2 Info
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	Expert Quake2 is the product of extended design focusing on
game depth and playability.  Through many means, including balance
and lowered lethality, simple-minded tactics such as camping and 
ambushing are eliminated in Expert because they are ineffective, 
and reflexes and ping have a reduced role in the game.  Only 
through great skill and teamwork can players excel at Expert.

	The Expert web page :

http://www.planetquake.com/expert/

Specifically the design documents for Expert are at :

http://www.planetquake.com/expert/qgame.html [game design]
http://www.planetquake.com/expert/qlevel.html [level design]

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Features
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Note that not all Expert servers will have all these features 
enabled.  To find out which are enabled, type "settings" at 
the console.

Balanced Weapons
----------------
With balanced weapons enabled, the Blaster, Machinegun and Assault 
Shotgun have increased damage in order to be even with other weapons.
Hand grenades have a shorter timer and higher throw velocity.  BFG
blasts have reduced "detonation effect", instead having a wider
laser range.  Armor is equally effective against energy weapons.
Weapon switching takes 1/3 the time.  Various other tweaks reduce
randomness and importance of ammo fetching.

Specific weapon stats are below.

Classic Weapons: 

Identical to normal id weapons.

These figures are for older versions of Quake2; notes will be given where
the weapons appear to have changed for newer versions.

(Note: these are adapted from the DuvalMagic's Quake 2 Weapons FAQ,
at http://www.rebelboatrocker.com/q2wfaq.htm.)

See additional notes below for items marked with a *.
"r" indicates radius damage, "d" indicates direct.

"Damage" is damage per firing
"Ammo Used" is per firing
"Damage Rate" is peak rate of damage per second.
"Speed" is flight speed in units/sec if applicable.  A player is 56 units tall
and moves 320 units in a second.

Weapon                  Damage    Rate    Speed    Ammo Used     Damage Rate
------                  ------    ----    -----    ---------     -----------
Hand Grenade             125r    0.5/s    varies   1 grenade          63 *
Blaster                   15d      2/s     1000         none          30 *
Shotgun                   48d      1/s   instant   1   shell          48 
Super Shotgun            120d      1/s   instant   2  shells         120
Machinegun                 8d     10/s   instant   1  bullet          80 *
Chaingun                   6d     30/s   instant   1  bullet         180 *
Grenade Launcher         125r      1/s      600    1 grenade         125 *
Rocket Launcher          120r    5/4 s      650    1  rocket         125 *
Hyperblaster              20d     10/s     1000    1    cell         200 *
Railgun                  100d    0.7/s   instant   1    slug          70
BFG10K                   200r    0.5/s      400    50  cells         250 *

Hand Grenade: Speed varies from 400 to 800, depending on how long you
              hold the attack key. The timer is set to 3 seconds.

Chaingun: There is a spin-up delay for about a second, where it only fires
          at 10 bullets/second.

Rocket Launcher: Direct hit damage is 100 + 1-20

BFG10K: 200 pts damage on direct impact, with 200 radius damage
	50 pts/second damage from lasers up to 256u
        1000 pts detonation damage on impact, radial from point of impact
	(if the victim has line of sight to both the impact site
        and the player who fired the BFG).

Balanced Weapons:


Weapon                  Damage    Rate    Speed    Ammo Used     Damage Rate
------                  ------    ----    -----    ---------     -----------
Hand Grenade             125r      1/s    varies   1 grenade         125 *
Blaster                   12d      2/s     1000         none          72 *
Shotgun                   80d      1/s   instant   1   shell          80
Super Shotgun            120d      1/s   instant   2  shells         120
Machinegun                 9d     10/s   instant   1  bullet          90 *
Chaingun                   6d     20/s   instant   1  bullet         120 *
Grenade Launcher         125r    0.8/s      600    1 grenade         125 *
Rocket Launcher     110d/110r    5/4 s      550    1  rocket         125 *
Hyperblaster              10d     10/s     1000    1    cell         100 *
Railgun                  100d    0.7/s   instant   1    slug         100
BFG10K                   200r    0.5/s      500    50  cells         100 *

Hand Grenade: Speed varies from 400 to 1200, depending on how long you
              hold the attack key (up to a maximum timer of 1.5 seconds).

Blaster: Three blasts are fired horizontally, each of which do 12 damage.

Machinegun: The bullet spread has been reduced to 1/4 the original horizontal
            spread and .15 times the original vertical spread.

Chaingun: The bullet spread has been reduced to 1/2 the original horizontal
          spread and 3/10 the original vertical spread. 

Hyperblaster: The spin-down delay has been eliminated.

BFG10K: 200 pts damage on direct impact, with 200 radius damage
	25 pts/second damage from lasers up to 512u
	Detonation at 1/10th normal damage over same area,
	affects firer


Balanced Items
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With balanced items set, players cannot gain large endurance advantages
by picking up armor or powerups, and health and armor is quickly restored
to injured players to ensure even combat.

All armors are of similar power, but different usage.

Players spawn with 50 jacket armor.  Dying players will always drop
packs, even if using the blaster or out of ammo.  In addition to ammo,
packs contain any armor that a player has left when killed, and the
equivalent of a 30 point health pack.  

The MegaHealth becomes the "Arc of Life", restoring armor and full
health if a player needs it.

Power Armor is replaced by "Blood Armor", which lasts for 30 seconds.
While you have the Blood Armor, whenever you take health damage, you
gain armor.  Typically this keeps your armor at a steady level so that
you require only health to survive.

Specific armor stats below.

Absorption% is the percentage of each hit that the armor will absorb
(rather than your health).  Total Absorption is the total amount of
damage that your armor can absorb before being destroyed, and Value
is the product of the two (overall power). 

Classic Armor:

Armor       Absorption%    Pickup      Max    Value
-----       -----------    ------      ---    -----
Jacket              30%        25       50      7.5
Combat              60%	       50      100       30
Body                80%       100      200       80

Balanced Armor:

Armor       Absorption%    Pickup      Max    Value
-----       -----------    ------      ---    -----
Jacket              30%       200      200       60
Combat              60%       100      100       60
Body                80%        75       75       60

Free Gear
---------
If enabled, all players are given all weapons and a store of ammo on
spawn.

Expert Hook
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EQ treats the hook as an action, like jumping, which is completely
independent of weapons use.  The hook is a movement tool.

To use the hook, bind a key to "+hook", e.g. to use your right mouse
button for the hook:

bind mouse2 +hook

Hold down the button you have bound to fire and extend the hook,
release the button to release the hook.  You can fire and switch
weapons at any time.

The key you bind for the hook should be about as handy as your
fire key.  Advanced players continuously use the hook, including
in the middle of combat.

The "ball" of the Expert Hook has much higher flight speed than
most other hooks, but the "pull rate" or "reel-in rate" is lower.

The hook will not attach to players, instead inflicting 10 points 
of damage and releasing.  The hook will only allow you to hold 
to a surface for 3 seconds, to deter ambushing.

Balanced Powerups
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Mutant Jump, alternate for Pentagram of Protection
Grabbing this gives you the ability to jump like the "Mutant"
from single player, along with immunity to slime, drowning,
lava, and falling.

Glyph of the Lich, alternate for Quad Damage
If you shoot an enemy player, you gain half the _health_ damage 
you do back as health.

Player Identify
---------------
When you are looking in the general direction of a player, the name 
of the player closest to the center of your view appears above the
weapons statusbar.  This is accurate to within a few degrees.  
If there are no players within about 50 degrees of view arc,
no name will appear.

Player ID is refreshed only every 0.5 seconds or so, and there is 
network latency between the server and client, so player identify 
is not perfectly accurate.