Or rather, let's discuss my complaint.
In most FPSs, you have a thrown weapon (i.e. grenade) an innovative weapon (i.e. gravity gun) and the rest are guns which differ from each other in three areas: Power, Rate of Fire, and Accuracy. In SRB2, the thrown weapon is the grenade ring from 1.1, and we... really don't have an innovative weapon, but that's not my complaint, because they're really not important, they're just fun to play around with.
What I have a gripe with is the third category, the normal guns with their three categories of differing from each other. In SRB2, we don't have health, we just drop all our rings or lose our shield. Or die. So the only things we have left are accuracy and rate of fire. So basically we'll have some weapons increasing accuracy and decreasing rate of fire (everything but auto ring) and some weapons decreasing accuracty and increasing rate of fire. (auto ring) Unfortunantly, this makes things very bland. Ergo, we need some way to incorporate the third category, power, into the weapons system.
It's already in there somewhat from the bomb and rail ring's knockback, which makes it easier to steal the victim's rings, and thus they have less health, but that would still be bland if that was the only thing that the weapons that increase power do. So we need to find a different way to incorporate Power into the system. I can think of only one way to do this without removing the rings system, and it's incredibly overpowered - an instakill ring that moves very slowly and spirals outwards as it goes forward, making it more likely to hit the floor or some wall. While this may be all fine and good when shooting at a distance, it's incredibly overpowered in close-quarters.
Now I'm trying to figure out some kind of conclusion from all this thought, but I can't, so that's why I made this topic for discussion, flaws, etc.
EDIT: holy crap, i need to insert some line breaks
EDIT2: done
In most FPSs, you have a thrown weapon (i.e. grenade) an innovative weapon (i.e. gravity gun) and the rest are guns which differ from each other in three areas: Power, Rate of Fire, and Accuracy. In SRB2, the thrown weapon is the grenade ring from 1.1, and we... really don't have an innovative weapon, but that's not my complaint, because they're really not important, they're just fun to play around with.
What I have a gripe with is the third category, the normal guns with their three categories of differing from each other. In SRB2, we don't have health, we just drop all our rings or lose our shield. Or die. So the only things we have left are accuracy and rate of fire. So basically we'll have some weapons increasing accuracy and decreasing rate of fire (everything but auto ring) and some weapons decreasing accuracty and increasing rate of fire. (auto ring) Unfortunantly, this makes things very bland. Ergo, we need some way to incorporate the third category, power, into the weapons system.
It's already in there somewhat from the bomb and rail ring's knockback, which makes it easier to steal the victim's rings, and thus they have less health, but that would still be bland if that was the only thing that the weapons that increase power do. So we need to find a different way to incorporate Power into the system. I can think of only one way to do this without removing the rings system, and it's incredibly overpowered - an instakill ring that moves very slowly and spirals outwards as it goes forward, making it more likely to hit the floor or some wall. While this may be all fine and good when shooting at a distance, it's incredibly overpowered in close-quarters.
Now I'm trying to figure out some kind of conclusion from all this thought, but I can't, so that's why I made this topic for discussion, flaws, etc.
EDIT: holy crap, i need to insert some line breaks
EDIT2: done