Icarus North wrote:- No semiautomatic snipers. PERIOD.
Why? Just make rapid fire less accurate & have more recoil.
Icarus North wrote:- Can only throw grenades while standing (perhaps roll the grenade while prone? what about while crouching?)
What..? Soldiers are able to throw nades always, but from prone not as far.
Icarus North wrote:- Can't cook grenades.
- Grenades have a 6 second timer and have a large blast radius.
Why not cook? If you don't like pro's airbursting grenades over your head, make grenade fuse random.
6 second timer? Well actually depends on model of grenade. Usually 3-5 seconds for HE/fragmentation.
Icarus North wrote:- Jump up to 2 ft, depending on gear you are wearing (perhaps no jumping?)
2 ft only if full health & absolutely no gear. Or maybe jump 1 ft and add ledge grab climbing.
Icarus North wrote:- Can fire at midair grenades & Detonate them
Well good luck hitting such a small, fast moving target. Go back to quake/UT.
Icarus North wrote:- Can aim around corners while standing
...but with some penalties, like more recoil.
Icarus North wrote:- Reloading becomes more clumsy if injured/shot
yes
Icarus North wrote:- Reloading has a random chance to either be clumsy(slow) or professional(fast)
no
Icarus North wrote:- You can "Play dead," but only when injured
nah, proning would be good enough. Unless game is as advanced as arma is.
Icarus North wrote:Injuries may be:
- When you are hit somewhere that will force you to the ground, bleeding out.
- A 25% chance when shot under the knee without armor. With armor, it's a 14% chance.
- A 40% chance when shot on the inner thighs. With armor, it's a 31% chance.
I say: UrbanTerror. If you get hit, that body part is bleeding out. For every hole -1 HP/second (maybe more HP loss for upper torso/head). If you get hit in legs, you can't run. If you get hit in arms, you can't shoot so good. You must bandage yourself to stop bleeding (you can also bandage other players). While you bandage, your weapon is down and you are very weak target.
For armor... Kevlar should stop 9x19mm and similar, you get effect of being hit, but HP is still 100. Of course, armor system should be way more sophisticated.
Icarus North wrote:- Most sights may cover peripheral vision while ADS
Yes, that's why there's freeaim - so you can very easily peek over the sights.
Icarus North wrote:- No weapon will be specifically "overpowered" or "nerfed."
+1, but contradiction to "no semi snipers".
Icarus North wrote:- Silencers will still make noise, but not as much as an unsuppressed weapon.
- Silencers will be free but have different properties (only if this "deafness" system stays.)
Silencers are overrated. If you use normal ammunition (supersonic), you still get a loud "crack" sound. So, different ammo types need to be implemented too.
Icarus North wrote:- Flashbangs may kill the injured
very rarely. They are made to be harmless, apart from flash & bang.
Icarus North wrote:- A dull, much less loud & annoying kind of ring would sound when deafened. WaW's ringing was awful, but it makes sense.
Trying to do this tinnitus thing.
Icarus North wrote:- Primary weapon may not be readily available while crouched (while moving at least.)
Hmm... I would rather say, make user able to ADS any weapon while moving. Just make penalties for some weapons insanely huge. So you can ADS, but you don't ADS while moving.
Icarus North wrote:Headshots may have:
- A 35% kill chance with LMGs and Shotguns. With a helmet, the chance drops to 30%.
- A 50% kill chance with SMGs, Pistols, Pistol-Caliber Carbines, and PDWs. With a helmet, the chance drops to 45%.
- A 70% kill chance with ARs, Carbines, and DMRs. With a helmet, the chance drops to 65%.
- An 85% Kill chance with Sniper's Rifles. With a helmet, the chance drops to 80%.
aaaand:
Icarus North wrote:- No weapon will be specifically "overpowered" or "nerfed."
LMGs are the most nerfed guns in FPSs (excluding ArmA).
While low-velocity calibers (9x19, .45) are overpowered. They are stopped by kevlar and ricochet off helmets.
There is also a difference between full-length barrel and carbine.
Rifles of 7.62x51mm NATO and above, should have 100% instadeath on headshot. Though chances increase with distance. Helmet point-blank would make little difference, but at 500m might save a life.
Icarus North wrote:- 75% kill chance/damage with Frag grenade.
- 95% kill chance/damage with C4.
"Chance". BS.
Grenade damage: Explosion + shrapnel. Explosion works very close. Shrapnel reaches you up to 50m. The farther you are, the less chance of getting hit by shrapnel, which also has less energy. Btw, kevlar/helmet should completely stop shrapnel, unless you happen to ait on a nade.
Icarus North wrote:Movement may be:
- 18% slower with armor, but 22% when it's full of stuff.
- 8% slower with helmet, but 12% slower if it's an NVG helmet.
- 16% slower with a backpack, but 20% slower when it's full of stuff.
No. Real weight system is needed, that's too simple.
Icarus North wrote:Backpacks may hold:
- Either 1 ammo box or 3 magazines.
- 1 Adrenaline syringe (effects: clumsy reloads & tunnel vision, but a 10% increase in movement/ADS speed.)
- 1 Morphine syringe (effects: -5% movement, but effects of bleeding will slow and if you're injured you can get back up.)
- 2 pistol magazines or 16 shotgun shells
- 1 flare or smoke grenade
only 3 magazines? lol. Adrenaline is used when wounded is unconscious. Morphine doesn't slow bleeding, but makes it easier to deal with pain (so you don't pass out from pain).
Icarus North wrote:- Magazines are dropped when reloading, also dropping ammo left inside. Make those shots count!
Why drop not empty mags?
Icarus North wrote:- Crouching is not instant and may take up to a second or two, depending on what gear you have
yes, plus accuracy&recoil penalty
Icarus North wrote:- Gear (and perhaps armor) can be taken from dead players, but will take some time.
Should be balanced according to fastness of game.
Icarus North wrote:- Reloading and Firing may be serverside.
It is already in AoS, also health and ammo are serverside.
Icarus North wrote:- The map may have BattleShip or Ace of Spades-style lettered and numbered sections.
What about map that refreshes only when you get back to your base?
Icarus North wrote:- No underbarrel weapons, period.
Why not? Maybe what you see in cawadooty is overpowered. 40mm grenades are quite small and do little damage. Plus, they have arming distance of ~40 meters, which is half of fog distance in AoS.
Icarus North wrote:- Slings would prevent your primary from being quickly available, but may allow you to move faster.
I can't think of how would you carry a weapon without a sling.
Icarus North wrote:- The Sniper's Rifle won't fire until you stop moving. This prevents sniperfags from CoD.
No. You can move, but shot will be inaccurate, plus looking down the scope and moving is extremely hard == useless.
Icarus North wrote:- BattleField-Style Sniper Rifle Drop [?]
God save us from battlefield's slow moving sniper rifle projectiles.
Icarus North wrote:- Stocks will effect your ability to turn and look around while ADS but may increase the time it takes to ADS.
I would think of stocks as choosing between shorter weapon and recoil management.