rafalh / dashfaction

A community patch for the Red Faction (2001) FPS game
https://www.factionfiles.com/ff.php?action=file&id=6252
Mozilla Public License 2.0
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Feature Suggestion: QoL optional feature for automatic fire (but slower than tap-firing) for pistol and precision rifle #217

Open AtifArshad1995 opened 1 year ago

AtifArshad1995 commented 1 year ago

BTW I don't know if this QoL feature request suggestion would be desirable for Dash Faction or not, but...

I was recently playing the DNF2001 restoration mod, and it has the pistol which is similar to RF in that the rate of fire is as high as you can tap the fire button. However, if you hold the fire button, the weapon still fires, except it fires much slower (like 3-ish or 4-ish shots per second).

So, I was wondering if this feature can be added as an option into Dash as well for pistol and precision rifle, given that Dash already added a few weapon related QoL features such as inverted assault rifle controls.

Given that this feature may not be desirable for some people, if this feature is to be implemented, it should be optional (off by default) and the rate of fire should obviously also be slower than what is achievable through tap-firing (to still keep the tap-firing skill alive). Around 3 or 4 shots at most per second perhaps, or fire again only after the animation is complete.

nickalreadyinuse commented 1 year ago

While Dash has the few QoL changes you mentioned, those don't fundamentally change the underlying weapon behaviors. Even a rate of fire as low as 4/s will be much easier for the average player to use/track with than clicking for each shot (regardless of method). Not saying that's necessarily a bad thing or a big deal but it's a change that's not likely to be widely accepted. Of course 4/s pistol/PR is unlikely to ever be as effective as well-aimed drumming.

When it comes to a change like this so late in the game, it's best handled, in my mind at least with a server-side control or modification. The server would need to have a variable/setting defining both whether clients have the ability to use this functionality and the maximum accepted rate of fire.

This may unfortunately be quite a bit of work that's very narrow in scope. This is probably better addressed with another (and sadly higher effort) change to the client.

At present, there's no way for clients to dynamically load a server's mod upon connecting. If the client could be made to perform such a behavior, it would be a fairly transformative change and would allow for a lot more server-side configuration of every aspect of this game via mods. I'd suggest any effort to make the sort of change you're requesting be refocused towards this goal, instead, as it kills way more birds with the same stone.