05-14-2012, 03:15 PM
(This post was last modified: 05-14-2012, 03:18 PM by MirceaKitsune.)
(05-14-2012, 11:35 AM)nifrek Wrote: This would make absolutely no sense in Xonotic, it is way, WAY too fast paced for something like this. It would only add complexity and randomness, especially since most weapons have splash damage. There is a difference between "depth" and "complexity", think about it and imagine how confusing this feature would be for new players as well as experienced ones. New players would have no clue what is going on, it would be impossible to understand without explaining to them what it does technically. Experienced players would be "aware" of the feature without being able to take advantage of it because it doesn't fit Xonotic gameplay at all, in the end people would still just fire at a the general direction of a target (ie: the player model). So what is the point? I understand it's probably a fun project for a coder, but I can't imagine this being fun with Xonotic gameplay.
I can only imagine this feature to be interesting for huge vehicles with destroyable parts or something like that, but definitely not for tiny players running around at 60-70 km/h.
Fast paced doesn't mean features that add more detail go to waste. Even if Xonotic had faster movement, an effect like this could still be noticeable very often. In multiplayer matches, I sometimes shoot people in the head with the UZI (a reflex I have from shooters with head damage support) and often manage to hit the place I want. UT is fast-paced too (with the exception you don't bunny-hop around the map at super-speeds) and I still feel when shooting the right spot deals more damage. That's why I aim for the head there, then remember there's no need to in Xonotic and get confused

New players and experienced players alike would likely not find a difference that gets in their way. You still shoot to cause damage as usual. It can be easily summed up to "limbs take less damage and head more", which in most modern shooters is something everyone expects and assumes exists (aiming for the head is common sense). It's not that much of a complex feature either... coding it is but the functionality is quite simple, and common in a lot of shooters. Xonotic is probably one of the rare cases still stuck with no damage zones and the old hit box detection.
BTW, something I realized on the matter of Xonotic being fast-paced: This depends a lot on the map and gametype you're running. If you're playing CTF or ONS on a huge open map, then yes, you're running around at some super speeds (even so this feature would make sense). But if you play DM on small closed maps like I usually do, you barely catch much speed no matter how you jump. Maybe DM players tend to see movement as slower for this reason, while CTF players used to laser-jumping in large spaces are more likely to think it's all about super-speeds. But on a map like Basement in Nexuiz, you don't become too fast, and it's easy to aim at specific body parts during some moments.