Ok, I hope you read this, Samual (I read your posts, too, when I said I didn't it was because I just came out of the Nations' Cup match and you told me on IRC to check out that new concept and I was just too tired to read it all at that time but too curious not to test it right away). I'll try to make some valid points here now.
Reason
I always expressed that I am totally clueless why such a change would be necessary in the first place. The main issues with the current weapons that you identified are the following:
I agree with the shotgun shell ammo, it indeed is awkward to have a special ammo for the spawn weapon only. Several options come to mind: make shotgun consume no ammo at all, make shotgun consume other ammo, or make other weapons consume shotgun ammo. You can spice these options up by making it reload or modifying damage/spread/refire time and whatnot or any combination of these options or even more ideas that people might have.
As for the melee attack being only on shotgun: how is this issue being addressed by your concept? It still is on one weapon only, just justified by some blades swinging out of the laser weapon when swung. Instead of having those blades swing out of the laser, it's equally easy to have them swing out of the shotgun. I'm really puzzled how this "issue" is being used for justifying the changes you propose.
Now the last issue that you identified is the laser having only one firemode which is inconsistent to the other weapons. Now let me see, which secondary fire modes does the Nex have? Even the rocket launcher has a function rather than a fire mode on secondary, as has the mine layer. Ok, but even if we say laser needs a secondary fire mode, wouldn't it be more reasonable to ADD a fire mode to laser then, rather than throwing the entire existing spawn concept over board?
So from my point of view the laser/shotgun merge isn't really justified or its "necessity" even remotely explained, as it does not really address the issues you identified or looks like a rather far-fetched solution in relation to the problems you want to solve.
Impact
Now let's have a look at the impact the concept will have.
1. No Long Range Attack
If the laser primary fire is being replaced, you will loose all options to influence players on longe range with spawn weapons. Not that you should be able to kill them, but you can't actually do ANYTHING at all, not even irritate or force them to move if you don't get a gun. Also, this game is not all about competitive gameplay, it's also about fun (it's a game, remember). And using the laser instead of any other high damage weapon to push someone off a place far away is really quite rewarding, because you choose not to do damage but to fiddle with their movement/position.
Let's take Newtonian Nightmare for example. If someone sits on the rifle platform and is camping the crap out of the game, laser can prove quite valuable from the opposing flag platform since at these ranges the rifle is (depending on your zoom factor of course) also quite challenging to use, too, so you might have some time to actually fire some laser shots.
The fun aspect must not be disregarded, it's vital for ffa and where should we recrute new players from if it wasn't ffa games? Surely we can't (continue to) feed on dying competitive player bases.
2. Juggling will get too powerful or too random
If we keep the juggling effect as it is, it will be too powerful by far. It's way too easy to hit someone and to push, which will end in either the push force getting reduced or the aiming to be made harder as you described. If you make it more relying on aim, then it will be very powerful for people with a very good aim, and totally random for everyone else - which means the gap between pro players and beginners widens. No, I'm not saying we need to make every weapon equally effective in every player's hands, regardless of skill. It's just that increasing this gap on the SPAWN WEAPONS leaves the weaker player (who will work with spawn weapons more often than the stronger player by definition) in an even weaker position than before.
3. Nothing wrong with current laser primary
Actually I have not yet seen a valid argument that the current laser primary fire requires change AT ALL. What's wrong with it? To many players, the laser is one of the weapons that sets Xonotic apart from other games and part of Xonotic's identity.
4. No comboing with spawn weapons any more
As Bacon has pointed out, the comboing of laser and shotgun will be gone. I am not the only person that used this combo a lot and quite efficiently to a reasonable extent. As weapon comboing is a core element of Xonotic gameplay, it would make perfect sense to me to have this part of gameplay available from spawn on. Having weapon combos be an "upgrade" you need to pick something up for before you can do it feels just wrong for me.
5. Weaker players will be at an additional disadvantage
As already pointed out before, the weaker players will, quite obviously, work off the spawn weapons more often than the stronger ones. Now if we merge the two spawn weapons, removing any comboing option, this will leave the spawning player in an even worse position than before. Compensating (balancing) this by making the spawn weapon more powerful will lead to the more skilled player having yet another even stronger weapon in its arsenal for combos. On the other hand, if we have two spawn weapons, the stronger player would need to combo them to achieve the full benefit that the freshly spawned one can achieve. It still is better for the stronger player to combo with other weapons. But if we merge, the stonger player can make full use of everything the freshly spawned player can encounter with a single weapon.
6. Learnt laser jumps at speed will be broken
While I admit this is only a thing that affects existing players and not newcomers who would have to learn it new anyway, laser jumps and also wall lasering techniques that Xonotic players learnt will be broken with regard to doing laser jumps/wall laserings while already moving. Since the laser is hitscan in your concept, it does not travel until it hits the wall, which will require all existing players to relearn the angles at which to hit a wall or the ground when lasering at higher speeds. While having a positive effect on reliability for newcomers due to static fire angles for a certain jump height or degree, it will break movement for the existing playerbase to a certain extent, and the aiming angle for laser jumps was not an issue that required fixing up to now as far as I am informed. And I for one don't want to have to look back at 4 o'clock or 8 o'clock when racing at high speeds.
My résumé
I'm sorry to hope to give you a hard time with this post, Samual, as I respect and appreciate your work and your efforts very much. It's just that I really can't see the concept that you want to introduce will do this game any good, while at the same time not being reasonable or, in parts, even helpful for addressing the issues you want to address.
I also would advise you not to interpret the vote results of option 2 as "I'm indifferent", as some of the people that voted for option 2 said they'd suggest laser primary to be kept as is.
Thank you for reading.
Reason
I always expressed that I am totally clueless why such a change would be necessary in the first place. The main issues with the current weapons that you identified are the following:
Quote:Shotgun Shell ammo being too specific and useless in the grand scheme of ammo design, inconsistency with the melee attack being only on shotgun with no logical clarification as to why you can't use it on any weapon, and Laser only having one real fire mode whereas all other weapons have two.
I agree with the shotgun shell ammo, it indeed is awkward to have a special ammo for the spawn weapon only. Several options come to mind: make shotgun consume no ammo at all, make shotgun consume other ammo, or make other weapons consume shotgun ammo. You can spice these options up by making it reload or modifying damage/spread/refire time and whatnot or any combination of these options or even more ideas that people might have.
As for the melee attack being only on shotgun: how is this issue being addressed by your concept? It still is on one weapon only, just justified by some blades swinging out of the laser weapon when swung. Instead of having those blades swing out of the laser, it's equally easy to have them swing out of the shotgun. I'm really puzzled how this "issue" is being used for justifying the changes you propose.
Now the last issue that you identified is the laser having only one firemode which is inconsistent to the other weapons. Now let me see, which secondary fire modes does the Nex have? Even the rocket launcher has a function rather than a fire mode on secondary, as has the mine layer. Ok, but even if we say laser needs a secondary fire mode, wouldn't it be more reasonable to ADD a fire mode to laser then, rather than throwing the entire existing spawn concept over board?
So from my point of view the laser/shotgun merge isn't really justified or its "necessity" even remotely explained, as it does not really address the issues you identified or looks like a rather far-fetched solution in relation to the problems you want to solve.
Impact
Now let's have a look at the impact the concept will have.
1. No Long Range Attack
If the laser primary fire is being replaced, you will loose all options to influence players on longe range with spawn weapons. Not that you should be able to kill them, but you can't actually do ANYTHING at all, not even irritate or force them to move if you don't get a gun. Also, this game is not all about competitive gameplay, it's also about fun (it's a game, remember). And using the laser instead of any other high damage weapon to push someone off a place far away is really quite rewarding, because you choose not to do damage but to fiddle with their movement/position.
Let's take Newtonian Nightmare for example. If someone sits on the rifle platform and is camping the crap out of the game, laser can prove quite valuable from the opposing flag platform since at these ranges the rifle is (depending on your zoom factor of course) also quite challenging to use, too, so you might have some time to actually fire some laser shots.
The fun aspect must not be disregarded, it's vital for ffa and where should we recrute new players from if it wasn't ffa games? Surely we can't (continue to) feed on dying competitive player bases.
2. Juggling will get too powerful or too random
If we keep the juggling effect as it is, it will be too powerful by far. It's way too easy to hit someone and to push, which will end in either the push force getting reduced or the aiming to be made harder as you described. If you make it more relying on aim, then it will be very powerful for people with a very good aim, and totally random for everyone else - which means the gap between pro players and beginners widens. No, I'm not saying we need to make every weapon equally effective in every player's hands, regardless of skill. It's just that increasing this gap on the SPAWN WEAPONS leaves the weaker player (who will work with spawn weapons more often than the stronger player by definition) in an even weaker position than before.
3. Nothing wrong with current laser primary
Actually I have not yet seen a valid argument that the current laser primary fire requires change AT ALL. What's wrong with it? To many players, the laser is one of the weapons that sets Xonotic apart from other games and part of Xonotic's identity.
4. No comboing with spawn weapons any more
As Bacon has pointed out, the comboing of laser and shotgun will be gone. I am not the only person that used this combo a lot and quite efficiently to a reasonable extent. As weapon comboing is a core element of Xonotic gameplay, it would make perfect sense to me to have this part of gameplay available from spawn on. Having weapon combos be an "upgrade" you need to pick something up for before you can do it feels just wrong for me.
5. Weaker players will be at an additional disadvantage
As already pointed out before, the weaker players will, quite obviously, work off the spawn weapons more often than the stronger ones. Now if we merge the two spawn weapons, removing any comboing option, this will leave the spawning player in an even worse position than before. Compensating (balancing) this by making the spawn weapon more powerful will lead to the more skilled player having yet another even stronger weapon in its arsenal for combos. On the other hand, if we have two spawn weapons, the stronger player would need to combo them to achieve the full benefit that the freshly spawned one can achieve. It still is better for the stronger player to combo with other weapons. But if we merge, the stonger player can make full use of everything the freshly spawned player can encounter with a single weapon.
6. Learnt laser jumps at speed will be broken
While I admit this is only a thing that affects existing players and not newcomers who would have to learn it new anyway, laser jumps and also wall lasering techniques that Xonotic players learnt will be broken with regard to doing laser jumps/wall laserings while already moving. Since the laser is hitscan in your concept, it does not travel until it hits the wall, which will require all existing players to relearn the angles at which to hit a wall or the ground when lasering at higher speeds. While having a positive effect on reliability for newcomers due to static fire angles for a certain jump height or degree, it will break movement for the existing playerbase to a certain extent, and the aiming angle for laser jumps was not an issue that required fixing up to now as far as I am informed. And I for one don't want to have to look back at 4 o'clock or 8 o'clock when racing at high speeds.
My résumé
I'm sorry to hope to give you a hard time with this post, Samual, as I respect and appreciate your work and your efforts very much. It's just that I really can't see the concept that you want to introduce will do this game any good, while at the same time not being reasonable or, in parts, even helpful for addressing the issues you want to address.
I also would advise you not to interpret the vote results of option 2 as "I'm indifferent", as some of the people that voted for option 2 said they'd suggest laser primary to be kept as is.
Thank you for reading.
My Xonstats Profile
Latest track on soundcloud: Farewell - to a better Place (piano improvisation)
New to Xonotic? Check out the Newbie Corner!
Latest track on soundcloud: Farewell - to a better Place (piano improvisation)
New to Xonotic? Check out the Newbie Corner!