Secondary Fire

Status_QuoStatus_Quo Join Date: 2004-01-30 Member: 25749Members
<div class="IPBDescription">Yes, I know...</div> I've read the FAQ. Don't bother pointing it out, because I'm very aware of it. I'm just wondering *why*? It's obviously not a problem with the engine as I've seen up to 3 different attacks for a weapon in another mod, and I can't see why it would be a problem for this mod specifically. I'm not talking about making 2 different bites for example, but rather combine bite and another weapon (leap seems obvious) and so on. It would make the weapons easier to handle (with the previous inventory command, you only need 1 button + 2 attack buttons to deal with all weapons).

Yes, I did a couple of searches, and no, it didn't answer the question. Not sure if this should be in I&S or here, but it can be moved in worst case.

Comments

  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    I guess to keep the game from becomming to complicated. Its already hard to balance with one attack mode. Also by default RMB is used for the command menu and Flay doesnt want to use more keys that Half-life needed.
  • Status_QuoStatus_Quo Join Date: 2004-01-30 Member: 25749Members
    Okay, explain this to me:
    How is the game *less* complicated by adding *more* keys to keep track of?
  • LockNLoadedLockNLoaded Join Date: 2002-09-05 Member: 1282Members
    Its actually the HL engine itself. Apparently theres a <i>limit</i> to the number of weapons/attacks the game can handle. And i read AGES ago back in the OLD boards that NS has only a couple left and back then ns was on 1.00
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    edited January 2004
    <!--QuoteBegin-Status Quo+Jan 31 2004, 10:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Status Quo @ Jan 31 2004, 10:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Okay, explain this to me:
    How is the game *less* complicated by adding *more* keys to keep track of? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    By using right mouse button for most actions you need to do (apart from moving and shooting and selecting weapons), you make the game more accessible to the first-time player. And I believe that is needed.

    A counter question: Why would NS need secondary fire? Diversity can certainly not be an issue, since we got so many different attacks and abilities already.

    Edit: By the way, you could bind lastinv to right mouse button if you want to be able to switch between leap and bite like you stated in your first post. Then bind the menu to any other button.
  • Status_QuoStatus_Quo Join Date: 2004-01-30 Member: 25749Members
    edited January 2004
    LockNLoaded, the limit will not be a problem. I believe it's actually limited to number of weapons (in which case, this would decrease the number and leave room for more). If that's not the case, the number of weapons would stay exactly where it is.

    tankefugl,
    A menu which can be rebound to any other key on the keyboard, mouse, joystick or whatever you use to play the game with.
    Why it would need it? Well, nothing is needed really. I'd however like to see interface improved wherever it is possible, and in this case I'd say it is explicitly possible.

    That being said, I get the feeling you didn't read my post. You mention diversity and how many attacks/abilities we have. I didn't.

    <i>Edit:</i>
    And what if I would, say, switch between primal scream, umbra and bite quickly as lerk? (Scream, send umbra and fly into it to bite a target)
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    edited January 2004
    <!--QuoteBegin-Status Quo+Jan 31 2004, 10:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Status Quo @ Jan 31 2004, 10:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> tankefugl,
    A menu which can be rebound to any other key on the keyboard, mouse, joystick or whatever you use to play the game with.
    Why it would need it? Well, nothing is needed really. I'd however like to see interface improved wherever it is possible, and in this case I'd say it is explicitly possible.

    That being said, I get the feeling you didn't read my post. You mention diversity and how many attacks/abilities we have. I didn't. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I read your post, don't worry. It's just that I've read this question combined with "omg menu sux!" and "we need diversity!" before. A jump in conclusions for my part.

    As for the interface, I feel the menu is in place on the right mouse button. It's easily accessible, yet every option there can be rebound to any other key if needed.

    For the secondary fire: You do have some sort of secondary fire already. Leap, parasite, xenoside. You are using one key to switch to these "secondary fires". They do not differ except that we call them weapons.

    Edit: Hehe, we're having an edit-conversation here. Curious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Well, you could also use hud_fastswitch and use the weapon keys to change them quickly.

    Edit edit: That being said, I feel both leap and blink ought to be separate keys, just like the lerk flying now is in place.
  • Status_QuoStatus_Quo Join Date: 2004-01-30 Member: 25749Members
    Okay, here's the deal:

    Since 1.0 was released (1.01 if you want to be exact), I've NEVER been in a situation where I've had to use the pop-up menu quickly (less than a second delay).
    Since 1.0 was released, I've been in plenty of situations where I've had to change between more than 2 weapons quickly.

    Before: Total of 6 buttons to keep track of (weapons x 4 + attack + menu). I dare say 90% of all players use the WASD and numerical weapons settings, meaning changing weapon using the slot buttons will disrupt movement.
    After: Total of 4 buttons (attack x 2 + prev inv + menu). A single key placed near the movement keys (for example Q) does barely disrupt movement at all.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    I believe q bound to lastinv will mostly do what you wish for -- switching quickly between two weapons.

    In that way you can choose what's both your primary and secondary fire. Not perfect, but still.

    I do not believe secondary fire would allow you to switch between three weapons any faster than lastinv does.
  • Status_QuoStatus_Quo Join Date: 2004-01-30 Member: 25749Members
    Once again, the Primal + Umbra + Bite scenario (Scream, send Umbra to target and bite it once):

    Say Q is last inv and the WASD + numeral controls is used (default for most players I believe). Say you have bite active. Therefore, this is what you have to do:

    * 4 (disrupt movement)
    * Attack
    * 3 (disrupt movement)
    * Attack
    * 1 (disrupt movement)
    * Attack

    With secondary fire (say spores/umbra is one weapon. Won't matter what combo you pick since you'll use both anyway)
    * 2nd attack
    * Q (disrupt movement slightly)
    * 2nd Attack
    * Q (disrupt movement slightly)
    * Attack

    The total amount of task is not only reduced by 1 (16.7%), but the 3 of the most time-consuming tasks are removed and replaced with two much more time-friendly tasks. The total amount of keys are also reduced from 4 to 3 (of which 2 are the mouse buttons, where you will have your hand anyway, in effect making it 2 keys).
    The attacks, even 2 at once from the same weapon, can be reduced to almost no time at all because it's done with the mouse buttons, hence it's mostly the changing of weapons that will take time.
    First scenario you disrupt movement at 3 times, either by disallowing strafing in one direction or forward movement. In the 2nd, movement is disrupted at 2 times and to a much lesser extent than the 1st (you can press A and Q at the same time if you want).

    Hey, add spores to that (remove a fraction of armor to reduce it to a level where a focused bite can kill an upgraded marine), and you barely increase the time for the 2nd scenario (send spores at the same time as umbra and you only add one click on a mouse button), while adding 2 additional tasks to the 1st (change weapon, further disrupting movement, and mouseclick).


    Obviously, the interface is improved if you can do more things and do them faster than before. The only negative effect is the increased time in using the menu, but I cannot think of a single scenario where the commands on the menu will suffer from a slight delay of 1 second (which is rather generous and pretty much assume you place the menu key in a bad location).
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    i vote for secondary attacks.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited January 2004
    If you'd read the FAQ as you claim, then you ought to have known that topics like this belong in the Ideas & Suggestions forum, NOT in General.

    Secondary fire was not included because Flayra wants NS to be playable with no additional keybinds - NS requires no more keys than standard HL. Because it uses the popup menu, it had to sacrifice one other function - secondary fire.
This discussion has been closed.