Hey guys, i'm back from the dead!
I took some vacations/breaks, but now i've generally got a working prototype of the new spawn weapon design. For those of you who don't know, I decided quite a while ago that I wanted to try and consolidate the spawn weapons into one more simple and clean design, and to help get rid of certain issues plaguing the weapon design as best as possible. Issues such as: 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. There are of course more issues i'm trying to address, but generally those are the largest issues. Anyway, as stated in my old post, I have concluded that merging the spawn weapons (Laser and Shotgun) is probably the best way to handle all of these issues. The concept I came up with in that post of course had flaws originally, and I used the input from players to create the prototype I have now. Here is the rundown of the idea:
Hopefully i'm not forgetting anything... Anyway, you can try out the weapon yourself quite easily though!
Basically what i'm looking for from you guys right now is a general feel for the attitude of the community towards this concept. I don't want you to focus on the specifics unless you have suggestions, but rather I want to know if I should even continue working on this weapon concept or if I should abandon it. Understand that, I don't want to invest more time into a concept which is just going to be rejected in the end anyway. Please, don't reject this idea because you feel it is currently imbalanced, but rather give it a try and ask yourself if you think it can be improved and made into something as part of the core of the game. Do you like it? Is it just okay with you? Or is it unacceptable to you? Answer in the polls and in replies to these questions, and spread the thread around so I can get as much input as possible. Thank you, and happy fragging!
P.S.: I started a new thread because I figured posting to the old one would just be pointless, it got flooded and any new posts (such as this one) would just be noise on top of the real subject at hand.
I took some vacations/breaks, but now i've generally got a working prototype of the new spawn weapon design. For those of you who don't know, I decided quite a while ago that I wanted to try and consolidate the spawn weapons into one more simple and clean design, and to help get rid of certain issues plaguing the weapon design as best as possible. Issues such as: 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. There are of course more issues i'm trying to address, but generally those are the largest issues. Anyway, as stated in my old post, I have concluded that merging the spawn weapons (Laser and Shotgun) is probably the best way to handle all of these issues. The concept I came up with in that post of course had flaws originally, and I used the input from players to create the prototype I have now. Here is the rundown of the idea:
- Primary = Radial blast, similar to shotgun primary attack, which can push players directional to the aiming of the attack. Additionally, it is used for jumping in exactly the same manner as Laser jumping was previously. It works as both an attack and a jumping method in mostly the same way Shotgun primary and Laser primary worked respectively. Consider it like a burst of air from a cannon which pushes everything out of its way... and if you aim it towards the ground, it pushes you away as well. That's the best way to describe the concept, even though in reality it uses energy, not air.
- Secondary = Melee literally ripped off of the Shotgun secondary. Same swing motion, same timing, but perhaps with better implementation for antilag and hit detection later on.
- Here are some twists/tricks to point out: For the primary, the force it exerts is based on how you aim, so if you aim BELOW a player, it will shoot them UPWARDS.... however if you aim ABOVE a player, it will shoot them DOWNWARDS. This kind of control was not possible with either the old Shotgun or Laser, and provides a new twist to compensate for the new functionality. However, since this blast does get wider over distance (similar spread to Shotgun), it does get weaker over distance too. It has generally a maximum falloff of 2000qu (about 40 player lengths, most would consider this mid-to-long range) and it loses up to 60% of its force/damage respectively.
- Some other notes about appearence: The "Blaster" weapon will continue to use the new Laser model, as it generally still fits the design of the attack. The current effects on the primary and secondary are simply for the prototype, and are ABSOLUTELY not what we'll stick with in the end. I have a much prettier effect in mind for the primary, which fades out far more over distance and is more like a cyclone of particles, however I don't want to waste the time programming it at the moment until i'm sure the concept of the weapon is acceptable, hence the temporary effect is made just to show off the weapon. Also, the current effect shows nearly the exact tracing of the attack, so you can see where it hits almost perfectly. It may look odd from the first person perspective, but that's just simply to show the tracing... If you look at it from another angle, you'll understand that the attack really is a cone shape, it just bows out in the middle for better hit detection at closer range. Also, the melee secondary is intended to have the swing animation, it's just a lot of work to move the animation over to the Laser model. Additionally in the end, I want to add an energy blade of sorts to the Blaster model which comes out during the animation, so that the melee actually has something to swing. Oh and yes, the attacks will use the color of the player who is firing the weapon... So Red Team has red blasts and melees, while Blue Team has blue blasts and melees. (Similar support for deathmatch game types as well)... That's the goal anyway.
- The design is intended to have unlimited ammo, and no charging/cool down in any like, so it is generally pretty simple. Although of course, the balance is preliminary, and can absolutely be changed as necessary... I just have it temporarily set up this way as the prototype, to see if the concept is even viable.
Hopefully i'm not forgetting anything... Anyway, you can try out the weapon yourself quite easily though!
- North American players connect to xonotic.bitmissile.org:26000
- European players connect to srv02.xonotic.org:26500
- Or try it locally with Git by checking out samual/spawn_weapons in the xonotic-data.pk3dir repository.
Basically what i'm looking for from you guys right now is a general feel for the attitude of the community towards this concept. I don't want you to focus on the specifics unless you have suggestions, but rather I want to know if I should even continue working on this weapon concept or if I should abandon it. Understand that, I don't want to invest more time into a concept which is just going to be rejected in the end anyway. Please, don't reject this idea because you feel it is currently imbalanced, but rather give it a try and ask yourself if you think it can be improved and made into something as part of the core of the game. Do you like it? Is it just okay with you? Or is it unacceptable to you? Answer in the polls and in replies to these questions, and spread the thread around so I can get as much input as possible. Thank you, and happy fragging!
P.S.: I started a new thread because I figured posting to the old one would just be pointless, it got flooded and any new posts (such as this one) would just be noise on top of the real subject at hand.