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Introduction
When you think of Nexuiz, do you think of it as a competitor with commercial games? Or do you think of it as nothing more than a small hobby? Nexuiz recently got a lot of polish with the release of 2.5 (And later 2.5.1 with some minor changes). Maybe it's time to polish it just a little more? Here, i'm going to propose several new (And old/abandoned) ideas which I think will improve the experience you get while playing this already fantastic game.
#1 - Motion Blur - Almost Done! (Samual) - http://dev.alientrap.org/issues/show/340
Update: I have made a successful patch implementing this, and I have asked for it to be committed into Nexuiz 2.5.2

The last time motion blur was mentioned on this board was in 2006 (http://www.alientrap.org/forum/viewtopic.php?p=7512&sid=938bf600d29154088c52ff8fb3a3a78b). I think it's time to look at this idea seriously again. As said in the other thread, this type of effect is used in most game engines now. One example of motion blur (Applied with video editing, of course) is found at: http://www.youtube.com/watch?v=F9nPpEOmnnI ... I think this video provides a small insight on what could be. As with everything, there are different types of ways to render motion blur. (I honestly do not know the technical terms, so enjoy my made up ones.)
1.1: Direct - Partially Exists
Essentially what happens here is a post processed effect is applied. Most game engines use this method as an efficient yet effective solution to motion blur... If done correctly, it can be very appealing. This method is also a lot lighter on resources compared to the second method.
1.2: Consistent
This works in the same way Crysis handles motion/perspective blur... Essentially, it blurs each object drawn on screen dependent on 3 factors: Speed, Distance, and Direction. The main problem with this method is the performance hit. Like in Crysis, we would use optimization here to help solve this problem (Think of it yourself, it's obvious).
Simple Mod (Can it be applied here?): http://home.earthlink.net/~rottenturd/Tutorials/tuts.html
#2 - GUI/Interface/Rendering
There are several problems with the GUI in this game... namely inconsistencies that should be fixed. (NOTE: I understand Nexuiz looks unique, but it doesn't have to suffer to be unique.)
2.1: HUD/Menu Relations - Scheduled for 2.5.2 (FruitieX)
One of these inconsistencies is the HUD and menu system. I'm working on an example of using a HUD that matches the menu perfectly (I will update this with a few images when I finish.). If you look at.. well.. any good commercial game.. The menus/HUD all match styles. (GRID, Halo, CoD, Crysis, EVERYTHING.) Now this can be solved by having some type of graphical standard that focuses on the theme.
2.2: Aspect Ratio Vs. 2D rendering - In Progress (Samual)
Now, I use a monitor at 1920x1200 (16:10).. And one thing I noticed is, everything is stretched! The HUD, the text, everything. (Except the rendering of the map and weapons, etc) This isn't a big deal to some people (Including me). But some of us are a little annoyed at the fact that it doesn't automatically correct this with vid_con* when you change resolution. I use h600/w900 while in wide screen, yet the default is h600/w800. It isn't technically proportionate, but it looks best on my screen. Perhaps we can create a script to automatically approximate the vid_con* values?
2.3: Loading Screen/Transition
When you open a map, or play a demo, regardless of the way you do this, it shows a console (and of course the Nexuiz Loading Logo) while loading the object. I propose we make a fullscreen loading transistioner to replace this (In such a way that matches the theme, obviously). I personally support this because it's more user friendly, it will look better, and it will be more interesting.
What should go on/in it you ask? Well obviously we need it to display all the information from what you could see before. I want to be able to see the downloads i'm fetching, as well as the current players in the map, and the map currently being played.... And possibly scores.. Even the server i'm connecting to (If local, don't display the host). Also, parse text and allow binds to be used while in the loading screen (So you can chat as if you were a spectator or playing).
Which brings me to my next point, we can explain the singleplayer levels more while in a loading screen. And maybe even use server messages which can be displayed. With this idea, possible make a "Hit any key to continue" type of requirement to move out of the loading screen. One also must consider what happens when you go to the main menu while in this loading screen (Or if you even can). This is just an idea that I think should be looked at and considered.
2.4: Console - Already Exists
As far as i'm aware, there is no possible way to change anything about the console other than the fonts. I would like to be able to change several factors about it (Such as forecolor/backcolor, text alpha/background alpha, height/location, etc.). If these are already cvars, great (What are they?). If they aren't, maybe it would be nice to create them for power users?
2.5: Detail And Weapons - In Progress (Samual)
Essentially, if i'm using low detail, I want a lower polygon weapon for better performance. The exact opposite goes for Ultimate detail, where I want an even more detailed weapon. Of course this is not the only part to this.. Some weapons need some more detail than what they can currently provide (Nex, Laser, RL). They seem to be left behind compared to the newer models. Maybe we could revamp these weapons with extra details? (I could give it a shot, I have CAD.)
Another small idea would be to be able to disable/control the alpha of weapon smoke! It blinds us at times!!! Now, I like it, but I would like to be able to turn it down a little WITHOUT turning down the particles...[/color]
2.6: Demo Playback - Scheduled for 2.5.2 (terencehill)
The game could use more support for demo playback. The number one thing I would like to point out is, THERE IS NO GUI FOR CONTROLLING IT! I imagine this shouldn't be very hard, the only problems would be ironing out bugs that could arise from this type of control. However, maybe we could make this like a movie player of sorts... Figuring out the time of the demo can be done in another way too, i'm betting.
#3 - Servers
3.1: Filters/Global Information
Although the current server system is functional, it has problems. It would be nice to allow us to show only the best/better servers, based on votes or popularity (I don't know, anything really). Also, recreate the filter system to have more options.. as right now, it's pretty barren. Assuming Nexuiz contacts a master server, lets create some type of logging system to show server statistics like "Players this month," "Total Hours of Usage," etc.
3.2: Authentication
Player Identification could be useful. What I mean by this is marking a client with a certain number/code and using that as a global authentication method. Even if the user changes servers and nicknames, the authentication would remain the same. Of course this could only work on the new version of Nexuiz (If implemented) as the master server would have to assign this ID to the client. - Parps' Idea
#4 - Weapon Functions
4.1: Teleporters
I noticed that, by example, rockets do not continue through portals. Now, i'm not sure if it's even possible, but maybe we can have the rocket direct through the portal out of the corresponding portal in the specified direction. This would help annoyances while playing a match..
Conclusion
I personally love this game, but I think it can be better. These are just some of my observations, and I will be adding some later as I think about them. None of these ideas are required things, they are not a problem in reality.. However they could make this game more polished, which is what attracts players. -- I know, there are a lot of typos (K well maybe 8-ish).. BUT! I don't care.... So.
Anyway, if you have an idea for an update that you would like to see, suggest it here. I'll put it up and *hopefully* find someone who can develop the idea (If I don't myself).
Current Status: Happily, most of the things I listed are being done for 2.5.2 - Including the motion blur which i'm developing.