Forums » Suggestions
Weapon Bindings
Right now the whole binding system could use a bit of a tune-up. What I'd like to see in a new binding system:
First off, we need to eliminate of second (and in the tertriary bind's case, third) bindings for each button. You don't need two or three sets of possible shots to come out of the primary button, or more importantly, you don't need to rebind them on the fly with the number keys. That's a relic of the old fire-handling system that's confusing and has lived past its usefulness.
Also, what about a better fire control system? For example, let's say that within each bind window (where you select which weapons will fire), you can choose from the following fire options:
Menu 1: Aim-assist
a) Manual. The equivalent of setting autoaim to 0. No aim-assist. Good for skilled railers, etc.
b) Aim-Assist. All weapons in the bind fire straight ahead by default, and auto-chase targets when the reticule is yellow. Nothing fancy. Just like they do right now.
c) Safety. Weapons will only fire when they are within lock range (yellow lead reticule). Good for new pilots and conserves energy well, but offers less precise control than some veterans would like.
Menu 2: Fire Control
a) Grouped. Selected weapons in the group fire when you press the trigger. When you run out of energy, it waits until it has enough energy to fire all of the weapons again. whichever weapon takes less energy per shot. If a weapon is out of ammunition, it is of course skipped.
b) Chained. Selected weapons fire in the order they were installed on the ship (clunky, I know, but it avoids the need for a prioritization system). When you run out of energy, it waits until it has enough power to fire the next weapon in sequence.
First off, we need to eliminate of second (and in the tertriary bind's case, third) bindings for each button. You don't need two or three sets of possible shots to come out of the primary button, or more importantly, you don't need to rebind them on the fly with the number keys. That's a relic of the old fire-handling system that's confusing and has lived past its usefulness.
Also, what about a better fire control system? For example, let's say that within each bind window (where you select which weapons will fire), you can choose from the following fire options:
Menu 1: Aim-assist
a) Manual. The equivalent of setting autoaim to 0. No aim-assist. Good for skilled railers, etc.
b) Aim-Assist. All weapons in the bind fire straight ahead by default, and auto-chase targets when the reticule is yellow. Nothing fancy. Just like they do right now.
c) Safety. Weapons will only fire when they are within lock range (yellow lead reticule). Good for new pilots and conserves energy well, but offers less precise control than some veterans would like.
Menu 2: Fire Control
a) Grouped. Selected weapons in the group fire when you press the trigger. When you run out of energy, it waits until it has enough energy to fire all of the weapons again. whichever weapon takes less energy per shot. If a weapon is out of ammunition, it is of course skipped.
b) Chained. Selected weapons fire in the order they were installed on the ship (clunky, I know, but it avoids the need for a prioritization system). When you run out of energy, it waits until it has enough power to fire the next weapon in sequence.
c) Safety
"You should have turned the safety off"
Blegh, played too much UT
"You should have turned the safety off"
Blegh, played too much UT
With regards to weapon chaining, this is how I see it:
Weapons in the same group fire in sequence. Say that group 1 has 2 tachyons in it. With chained fire, tachy1 fires, then tachy2, then tachy1 again, ad infinitum.
Weapons in the same group fire in sequence. Say that group 1 has 2 tachyons in it. With chained fire, tachy1 fires, then tachy2, then tachy1 again, ad infinitum.
Support roguelazer, chained fire would be cool.
Well, that's pretty much what I had in mind, except for more than two weapons.
Yeah, same for more than two weapons. Your implimentation just seemed to suggest that ALL weapons would be chained, not just the grouped weapons.
Ah, oops. Heh.
Safety needs to turn off your weapons completely. Maybe if there's a way your target or whoevers targeting you can see that all your weapons are off, they'll see you're not hostile.
True, but a safety isn't something you want to turn on in the station.
Excellent suggestions, ctishman! I agree that the old weapon binds are outdated and unnecessary. I don't think I've ever needed to use more than three triggers in Vendetta. Unless someone has a problem with it being gone, I think it should be redesigned so that it all those unnecessary triggers are taken out completely, in favor of an easier configuration system. Newbies expecially often get mixed up with weapon bindings because of the old system.
>Menu 1
a) YES!!! That would be so sweet. Rather than toggling between autoaim on/off manually, I think a checkbox would do just fine for each trigger selection as to whether autoaim would be set to on or off for a particular weapon. Especially useful when switching between AGT and tachyons.
b) No comment. Not quite sure whether I understand this idea. Maybe you could elaborate a little.
c) Another excellent idea. However this may be irrelevant for such guided weapons as swarms or homing missiles, since they can be fired effectively in almost any direction. That could probably be cured by making the reticule yellow at all times for those particular weapons (if it isn't already). Other than that I think it's a brilliant idea that'll make combat much less tedious.
>Menu 2
a) Another good one. This sort of goes with my idea of all or nothing energy weapon shots. Asymmetrical fire is baaad!
b) Another good alternative to asymmetrical fire. Though I think we shouldn't rule out the above option (all or nothing). Both have their advantages and disadvantages. More options are always good, so I'm for both of these suggestions.
>Menu 1
a) YES!!! That would be so sweet. Rather than toggling between autoaim on/off manually, I think a checkbox would do just fine for each trigger selection as to whether autoaim would be set to on or off for a particular weapon. Especially useful when switching between AGT and tachyons.
b) No comment. Not quite sure whether I understand this idea. Maybe you could elaborate a little.
c) Another excellent idea. However this may be irrelevant for such guided weapons as swarms or homing missiles, since they can be fired effectively in almost any direction. That could probably be cured by making the reticule yellow at all times for those particular weapons (if it isn't already). Other than that I think it's a brilliant idea that'll make combat much less tedious.
>Menu 2
a) Another good one. This sort of goes with my idea of all or nothing energy weapon shots. Asymmetrical fire is baaad!
b) Another good alternative to asymmetrical fire. Though I think we shouldn't rule out the above option (all or nothing). Both have their advantages and disadvantages. More options are always good, so I'm for both of these suggestions.
"I don't think I've ever needed to use more than three triggers in Vendetta"
I've used all 7 of them and still ran out of combos (well not anymore since I don't have the hornet or rag yet).
I've used all 7 of them and still ran out of combos (well not anymore since I don't have the hornet or rag yet).
Option B is what the aiming reticule does right now. Option C is not a safety in the traditional sense, but just keeps you from firing when you're nowhere near a valid target's lead area. This is more for newbies than anyone else, as it's too inflexible for advanced use.
Actually, on an AGT that would be *very* useful, especially while infighting.
Exactly, UncleDave. I don't know why anyone would want to attempt firing at a target which isn't selected. Unless maybe a new feature is added where a warning buzzer will go off if you're targeted by an enemy... in which people will try to employ stealth tactics by targeting their enemy at the very last second before opening up on 'em. Even when you're demining a sector you'll probably use that "select next in front" key, which still has the reticule turning yellow and whatnot.