MrNuckFuggets wrote:
Externalized accuracy multipliers for crouching and walking
Seperate accuracy and spread values. Am I the only one who thinks it's weird that shotguns have a significantly reduced spread when prone as opposed to walking?
I suppose these two suggestions are the same, or at least in RWR they would be same. There are stance multipliers for prone, crouch, still and walk which get blended with weapon accuracy, and spread controls the maximum how much the bullet velocity vector can get offset due to inaccuracy.
Quote:
Variable projectile and paratrooper speeds for calls.
Speed as in dropping speed or how fast the call is delivered? Call execution speed can be controlled. Dropping speed for projectiles can be controlled to a degree with pulldown_in_air (gravity). Paratrooper skydiving speed will be likely externalized when character configs become external. Vanilla RWR probably needs only one character config per match, but I could see at least per-faction character configs being made, possibly per-model.
Quote:
Externalized ranks
In 0.89.
Quote:
Support for different models based on rank
Will happen.
Quote:
Support for firing delays.
As in specific moment in animation that triggers firing to start? Will probably happen. It works for those close range action weapons such as medikit already, but hasn't been hooked up with projectile shooting.
Quote:
Support for weapon failure, where the weapon can stop working or kill the user
Support for interruptible cycle animations and reload animations
Support for seperate corpse models. Playing with a high body cleanup threshold is really difficult

Probably won't happen.
Quote:
Support for reduced rotation speeds for infantry weapons
There is no rotation speed.