Xeno wrote:Are weapons necessarily limited to 2 modes? Would it be possible to have secondary fire switch primary fire between 3 or more modes?
(It would be interesting too if weapon models could have "attachments" that enabled modes, but that's probably more complicated than anyone would be willing to code right now.)
I'm not sure that I like Franco's idea though. The hagar secondary fire is useful around corners sometimes and the tag seeker's secondary fire is useful at close range. Although it fits the new hagar model, the tag seeker's primary fire would make the most sense as an additional mode of the RL but that would really require multi-mode weapons which would probably be too drastic for most people (and if it's not already possible with the existing code then there's probably little interest in implementing it).
Well, i also like the idea itself, having that switch between modes, but im not really sure new gamers coming into nexuiz for some quick arcade-like fun would like to learn about 30-40 fire modes for the weapons alltogether.

(if anyone can make up that many REALLY unique mode, truly deserves the Nobel-price) Also this would break weapon combinations and the access to the features would take some time, that im not sure all would appriciate during the heat of the fight. BUT I truly support this idea to make an universal weapon for nexuiz with different fire modes (4-5), that are toggleable, but because of the toggle not making it usable in combinations, just like camping rifle, (Maybe a BFG?)
You pointed out that hagars secondary is useful around corners, there are 2 things i would like to point out about that: first, the ammo consumation, and the low damage results its only usable if you use up tons of ammo, while standing in relatively one place spamming a corner with the most precious ammo type (rocketlauncher and mortar needs it too). Second, we already have so many cornerweapons, I mean why do we need crylink, electro, hagar and mortar to shoot around corner into the misterious void?
The TAGs secondary is also a feature that i think noone would miss, it is meant to work as an anti-rocket, but the problem is that on a NORMAL map (not a giga-mega-huge, relatively empty one) you just take a close corner and you already escaped TAGs primary rockets. If its shot from distance you terminate them with rocketlauncher before they reach you. And it doesnt protect against rocket missiles either.