My ideas:
Laser:
Don't merge it with Shotgun, leave the first fireing mode as it is, add chargable second fire mode - laser would become more useful for jumping and defence. Think of that:
With charging mode, one could learn to jump at higher velocity, it would require skill to jump exactly as high as you want. It could be charging in some steps, to make it more precise:
[1] [2] [3] [4] [5]
o----------------> the longer you charge (keep LMB down) the higher this goes.
[1] - half of basic shot power of the primary mode (no charging, useful for small jumps wilth low health)
[2] - 1.25 of basic power
[3] - 1.5
[4] - 1.75
[5] - 2.0 (for extreme jumps or launching your enemies into the the (Evil/Soylent) Space definietly )
that nuber multiplies damage and pushing force released on projectile hit. There would be some flashing indicators on the gun that shows you it's charging progress. Just five diodes that light up one by one (or some indicators by the crosshair, like with CR's ammo; maybe both?)
Some overheat may happen if secondary uses high power - more delay after more charged shot would be a fair thing, lights on gun going back down would show you when the gun is ready to shoot again (certianly same action for crosshair indicators). Defensive and trickjump weapon.
Machine Gun and Camping Rifle:
Or MG and CR.
Don't merge theese, add the need for reloading, MG spammming is so annoying. I think they should be devided like this:
MG - the machine pistol - light weight, fast, not too accurate on series - give it a lighter look too, less "blocky" and "solid" model please It looks to havy. No sniper-scope. Good for close and medium range. A defensive weapon. Maybe introduce some special ammo types? A flashbang ammo for making enemy unable to locate you? Series of loud explosions that do little damage, but makes anyone near deaf and blind for a while? A defensive and support gun.
CR - machine gun, a rifle that can shoot some series but primarly can deliver a precise and fatal bullet through one's head. Good for medium and far range. Much slower than MG but much more deadly if carried by skilled hands. Offensive/Support weapon. Would also be nice if special ammo idea comes to life - an radio location shots - you shoot the bullet at enemy, it gots stuck in his armor/clothing/body, and you see him just like the tag "RED BASE" of "FLAG CARRIER" (also on map) until he or you die and respawn. That would be nice in CTF or Onslaught. If you hit a wall - nothing happens.
The special ammo idea is a nice tactic twist I think. Remember that it can be optional - a mutator, some special gametypes with "tactic-" prefix on name maybe some special maps for this. Or just make all weapons and maps work with that: add spawnpoints for special ammo or code it spawning randomly instead of regular one sometimes (anyone played UT-Chaos Mod?) but make it optional just like jetpack.
Laser:
Don't merge it with Shotgun, leave the first fireing mode as it is, add chargable second fire mode - laser would become more useful for jumping and defence. Think of that:
With charging mode, one could learn to jump at higher velocity, it would require skill to jump exactly as high as you want. It could be charging in some steps, to make it more precise:
[1] [2] [3] [4] [5]
o----------------> the longer you charge (keep LMB down) the higher this goes.
[1] - half of basic shot power of the primary mode (no charging, useful for small jumps wilth low health)
[2] - 1.25 of basic power
[3] - 1.5
[4] - 1.75
[5] - 2.0 (for extreme jumps or launching your enemies into the the (Evil/Soylent) Space definietly )
that nuber multiplies damage and pushing force released on projectile hit. There would be some flashing indicators on the gun that shows you it's charging progress. Just five diodes that light up one by one (or some indicators by the crosshair, like with CR's ammo; maybe both?)
Some overheat may happen if secondary uses high power - more delay after more charged shot would be a fair thing, lights on gun going back down would show you when the gun is ready to shoot again (certianly same action for crosshair indicators). Defensive and trickjump weapon.
Machine Gun and Camping Rifle:
Or MG and CR.
Don't merge theese, add the need for reloading, MG spammming is so annoying. I think they should be devided like this:
MG - the machine pistol - light weight, fast, not too accurate on series - give it a lighter look too, less "blocky" and "solid" model please It looks to havy. No sniper-scope. Good for close and medium range. A defensive weapon. Maybe introduce some special ammo types? A flashbang ammo for making enemy unable to locate you? Series of loud explosions that do little damage, but makes anyone near deaf and blind for a while? A defensive and support gun.
CR - machine gun, a rifle that can shoot some series but primarly can deliver a precise and fatal bullet through one's head. Good for medium and far range. Much slower than MG but much more deadly if carried by skilled hands. Offensive/Support weapon. Would also be nice if special ammo idea comes to life - an radio location shots - you shoot the bullet at enemy, it gots stuck in his armor/clothing/body, and you see him just like the tag "RED BASE" of "FLAG CARRIER" (also on map) until he or you die and respawn. That would be nice in CTF or Onslaught. If you hit a wall - nothing happens.
The special ammo idea is a nice tactic twist I think. Remember that it can be optional - a mutator, some special gametypes with "tactic-" prefix on name maybe some special maps for this. Or just make all weapons and maps work with that: add spawnpoints for special ammo or code it spawning randomly instead of regular one sometimes (anyone played UT-Chaos Mod?) but make it optional just like jetpack.
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain