05-20-2012, 09:46 AM
(05-20-2012, 07:10 AM)FruitieX Wrote: One can put in a delay after firing a weapon until you can laserjump, which will fix this.
And how'd you make this delay obvious to anybody? I mean, how'd you know you can laserjump now? Also, how'd you describe this to a total newbie? How would even this introduce more SIMPLICITY to the game (because we're striving towards that, don't we)?
(05-20-2012, 07:10 AM)FruitieX Wrote: Since laserjumping is such an often used feature in Xonotic, it should have a dedicated button EVEN if everyone does not have a 42-button mouse, I'll try and explain after the next quote:
If we'd go ahead and remove the laser as a weapon and put it's often used laserjumping functionality behind a dedicated button, then we'd at least free up the "1" key (or whatever they have bound to laser, must be close to WASD anyway).
![[Image: 3576-objection.jpg]](http://www.myfacewhen.net/uploads/3576-objection.jpg)
I don't use the 1-9 buttons for weapon switching, also, I don't even use WASD, but ESDF, because my thumb is small (reaching space for jump
). Also, I've heard of some gamers already whine about the movement system is too simple, with too shallow learning curve. This'll give an even more simple, watered down laserjumping. Magic button weeeee, I'm zapping all over the place! Also, it was once tried in Nexuiz, can't remember the version, it was voted down.(05-20-2012, 07:10 AM)FruitieX Wrote: Here's my suggestion for how it could work:
1. Remove the laser weapon entirely.
2. Put the juggling functionality on the shotgun secondary (it could work precisely as the laser primary does now, and if needed, could also be swapped to primary by player's choice)
3. Implement the dedicated button like this:
- When you hit the button, there would be code that checks if you are currently aiming at a wall that's near enough to you for laser splash damage to affect you.
....- If true, fire a special laser projectile that can only damage you, and will go through other players (just in case), and expires when it can no longer hit you.
....- If false, there will be trouting action!
Notes:
- Wall proximity code should also account for your current velocity, so if you *would* be within range when the laser projectile explodes, this code will return true
- For the sake of simplicity I think we can assume that no player will, during normal conditions, travel faster than the laser projectile
- Before you could melee/laserjump using the dedicated button, there would be code checking if you've fired a weapon in the last x seconds, same delay for every weapon IMO (possibly around 0.4 seconds, that should be about the same as it is currently: weapon animtime + duration of switch animation). Also obviously, after hitting this button there will be a delay until you can fire again (either after the trouting animation is done, or say 0.4s after firing the special laser projectile)
What could possibly go wrong? :-)
(Oh yes, Samual disagreeing with me, because this is how our universe works.)
My sarcasm detector just exploded.
![[Image: 561.png]](http://stats.xonotic.org/static/badges/archer/561.png)
"One should strive to achieve; not sit in bitter regret."

