# Combat Rework [mirrorcult, Unapproved(?)] The goals of this rework: - Remove the disarm toggle. It's jank as fuck, the only modal interaction should be with combat mode. - Make it harder to accidentally be in combat mode by introducing an optional 'hold to activate' keybind. - Introduce more variety to combat mode interactions--alternative interactions (which disarm will be one of) - Make wideattacks more useful and the 'default'. Reduce the distinction between wideattacks and clickattacks somewhat. Also nerf wideattacks slightly. To that end: ## More Modality / More Obvious Less interactions in combat mode should work. Things like: - activate in world - examining (this also allows for walking while attacking which is nice) - maybe even context menu? This keeps the modal distinction obvious and makes it harder to miss. It also allows for other combat-mode-specific interactions to be placed on keys that used to just be normal things, which makes the distinction even more obvious. Ideally combat has its own separate input context entirely. A more modal combat mode allows for significantly more complex and varied combat, as opposed to just a clickfest (see alt combat interactions below). ## Hold to Activate A button/key should be introduced where, while held, combat mode is active, and normal control is returned when the button is released. This is separate from a toggle keybind, which will still exist, as it's quite useful and most people will want it anyway. A 'hold' keybind is, in my opinion, far more intuitive, and it makes it essentially impossible to ever accidentally be in combat mode. Depending on its placement, it can potentially work as a psychological parallel with common keybinds in other games Some proposed defaults for this keybind: ### Right click Press to view context menu, hold to enter combat mode Pros: - Intuitive parallel with the ADS key in most games (suggested by Rane) - Easy to access, and common enough that it'll be useful to access Cons: - Slightly jank implementation with context menu - Uses up a valuable keybind slot ### Spacebar Pros: - Already used as a key for combat now, so its easy for people used to that - Also easy to access-thumb on the left hand Cons: - **Can't alt+click and press spacebar at the same time** ## Alternative Combat Interactions Alt+click while in combat mode will perform an alternative combat interaction. Alt combat interactions will include things like: - Disarming (alt while unarmed) - Special moves for melee weapons (slow swipes rather than stabs?) - Blocking/parrying with sabres - Alternative fire for guns (grenade launcher attachment?) These are pretty intuitive and add a lot more variety to combat while keeping it relatively simple. ## Wideattack / Clickattack Rework - Remove the spacebar key for wideattacks. - Clicking on an entity directly in combat mode performs a click attack. - Clicking not on an entity in combat mode performs a wide attack in that direction. This still leaves a distinction between wideattacks/clickattacks, and also makes it much easier to hit or threaten people by just clicking on them (since even if it misses it'll do a wideattack). Less keys to have the same functionality is also always nicer, and spacebar was weird enough that a lot of people didn't even know wideattacks existed.