Kai, Mez, could you do something about the 'toss' range on mines to increase it? It's all well and good to drop them at your feet, but I'd like to be able to pitch one at least a good 6 to 10 feet from me. Mines like these wouldn't go off from being pitched around, unless you threw them down a building, or bashed them with a rock...they are proximity mines, which means high tech sensors, and also equipped with FoF, apparently.
I'm not sure if this is easily doable without creating new animations. You could probably give it the grenade throw animation and thus be able to charge it, but it'll probably look wonky.
I might look into this sometime in the future.
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Also, I may have found two special purpose guns you might want to look at. I can't find the links just now because the Nexus is down, but here is what they are:
1 is a 9mm or 10mm pistol with a real world style 15 round clip, and is available in semi and full auto, if I'm remembering the mod right...
the other is the .700 express rifle (elephant gun baby!), guaranteed to blow anything it hits to kingdom come, but I think it has no scope, which would tend to balance it.
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Well you already have guns like the 10mm and Deagle that you can give bigger magazines or makes them automatic with mods. So no reason for a new semi automatic pistol at the moment, I think we got most bases covered, since the 10mm and Deagle are very versatile when it comes to upgrades. There are also some weapon mods out there that let you change the fire rates, but I found the implementation of all of them fairly wonky, required new hotkeys, or going into the the menu to change it etc...
I think it's just too much hassle when all a player has to do is either tap the mouse button once or hold the mousebutton...
And as Mez said, we're not implementing new ammo, and we're not looking to implement new regular weapons. The closest to what you want with your Elefant gun are the Lever rifles. They pack a whole lot of punch, especially the Lincoln Rifle.
Maybe I'll check in the future if there's some unique rifle that we could make a more powerful bolt action rifle(something like a scopeless sniper), but no promises.
Two other mods I would like to ask about whether you would consider getting permission to add are NPC's sleep tighter, and Stealth Kills Allowed (and its Pitt compatibility addon).
I think Mez said somewhere that Stealth Kills Allowed touches factions in some wierd ways that makes compatbility very difficult.
NPC's tighter sleep is not compatible with FWE since we already have that change implemented in FWE.
Lastly, some info: I know you guys said that mastering FWE was not a good idea, but I ran Masterupdate on my entire modlist which includes FWE+MMM+WMK, and a bunch of modlets, and left out the Mez patch....and I ran for 3 hours without a crash...would still be running, but I stopped to relax and read the forums.
We didn't say it's not necessarily a good idea. It's just that masterupdating FWE, MMM and WMK is completely irrelevant and doesn't actually do anything. But it also doesn't hurt(except for Juri station, which isn't accessable if you MasterUpdate FWE)
Just to clarify again what 5.0 is about:
This is the version where we tie up loose ends, give player more settings to customize and in general add some final polishes.
But gameplay featurewise there are no huge changes from 4.11. We are REALLY happy with 4.11, it's incredibly stable, has pretty much all major features we want implemented and is really balanced. FWE currently only has 6(!) known bugs and they are all incredibly minor.
The biggest thing about 5.0 is simply the menu, so players will be able to customize many settings to their own liking.
Everything else is mostly polish, polish and polish. Polish the menu icons, the models, the gamesettings, the installation, the readme, etc...
Might seem like minor things now, but all of it definitly adds up, to give FWE a nice fresh breeze.