04-24-2010, 05:13 AM
OK, so I have not read every single post completely, but here are some thoughts of mine:
- laser being differently powerful depending on how long you push the button: yeah why not. This would also massively affect CTF games where speed is important![Tongue Tongue](https://forums.xonotic.org/images/smilies/tongue.png)
- In Nexuiz 2.5.x (and before), due to ammo being shared, I was very seldomly getting into situations where I did not have enough ammo in order to use my weapon. So the idea of adding more ammo types would help here. the only problem lies with the mapper's ability to decide how to distribute ammo on the map
- changing weapons or not, well, is a difficult thing to do. I like what Fruitiex said about weapons, that they should not be powerful in both close and long-range combat. I still think someone should pickup the idea of creating a list of items that show what makes weapons strong and what make them weak (basically do what I outlined it here in the alienTRAP developer forum). Then, ideas could be found how to change weapons. For example for the nexgun, there are many things you could do to make it less useful for short-range, such as adding a humming sound which tells the position of the opponent, have the weapon-damage being stronger the further away the opponent is, or to require the player to hold the nexgun longer (e.g. when switching to it the damage it would do (range independent), if fired immediately, would be 50, and per second of holding the weapon the damage would increase by 50, with a limit of 130 or so; possible even with a loading humming sound... all this would rule out too strong nexgun-shots in combos that did not start with nexgun itself)
The only thing I am strongly against is making weapons too complicated, as in "pre-heating" (where the weapon does not fire immediately when you press the button) and such things. Weapons should be simple to use and not too unintuitive for new players. Or alternatively you would have to put a very elaborate tutorial that all players have to play at the beginning of the game (like in QuakeLive) that will explain what weapons can do and what they are good for.
- laser being differently powerful depending on how long you push the button: yeah why not. This would also massively affect CTF games where speed is important
![Tongue Tongue](https://forums.xonotic.org/images/smilies/tongue.png)
- In Nexuiz 2.5.x (and before), due to ammo being shared, I was very seldomly getting into situations where I did not have enough ammo in order to use my weapon. So the idea of adding more ammo types would help here. the only problem lies with the mapper's ability to decide how to distribute ammo on the map
- changing weapons or not, well, is a difficult thing to do. I like what Fruitiex said about weapons, that they should not be powerful in both close and long-range combat. I still think someone should pickup the idea of creating a list of items that show what makes weapons strong and what make them weak (basically do what I outlined it here in the alienTRAP developer forum). Then, ideas could be found how to change weapons. For example for the nexgun, there are many things you could do to make it less useful for short-range, such as adding a humming sound which tells the position of the opponent, have the weapon-damage being stronger the further away the opponent is, or to require the player to hold the nexgun longer (e.g. when switching to it the damage it would do (range independent), if fired immediately, would be 50, and per second of holding the weapon the damage would increase by 50, with a limit of 130 or so; possible even with a loading humming sound... all this would rule out too strong nexgun-shots in combos that did not start with nexgun itself)
The only thing I am strongly against is making weapons too complicated, as in "pre-heating" (where the weapon does not fire immediately when you press the button) and such things. Weapons should be simple to use and not too unintuitive for new players. Or alternatively you would have to put a very elaborate tutorial that all players have to play at the beginning of the game (like in QuakeLive) that will explain what weapons can do and what they are good for.