First Person Shooter Ideas

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juandhotaaa3
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hmmm I remember this site http://www.astrologyjunction.com/ like use to have shootting scopes lol but doesnt any more :/ ur question made me think bout it lol Blue_Sunglasses1 I think if u want alike anything like that u should look up on google but thats jus me

wait wtf were u talking bout the like game?? I thought u like needed actual shooting tips ahhahhahah my bad im slow ( i was to lazy to read the entire thing so i just assumed ) ignore my last comment
Jirover
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Another idea would be an arena shooter similar to GoldenEyes 'Golden Gun' mode of one shot kills. This mode was very tense as you had to peek and run- no more bulldozing a level.
ZEB 99
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bullet drop on all weapons, shotguns are actually effective out to 50 ft, they have a fist size group that far
ZEB 99
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reloading isnt like fucking fast, it takes a bit of moving around the magazone sometimes to get it in. its not switch magazine in 1.5 seconds, typically takes longer
sniper rifles dont always kill in 1 shot, and the scope can get knowcked off target b a drop or an explosion
ZEB 99
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Icarus North wrote:
reloads can be slow unless you train and get the muscle memory. Even then it's not as fast as an FPS reload but still.

They kill in one shot if you know how to snipe Image
its all ballisticsd and well sniping isnt alwas on the dot due to wind, air temp differences
height differences
and even the earth turning
its not like you look down the scope and boom on the crosshairs
Chameleon
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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.
LeCom


No, please stop. If you add all that complex stuff, nobody will bother to learn how to play. Accuracy penalties are maybe a thing, but most of the other stuff is pretty useless and doesn't sound like it makes the game more fun.
bloodfox
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^+1, LeCom.

and please no silencers. Silencers are kinda defective in an enclosed area as because they are as loud as a heavy car door slam.
Chameleon
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Of course I believe that game must stay simple. Not as simple as it is right now, but simple enough so you can get the hang of it in less than 15 minute video. However, high skill ceiling is good, but that's tricky to do.
Urban Terror is a fine example.
This game is about creeping around corners and 50 kph trickjumping around the map.
It has a loadout system - you can carry 5 items: up to 3 guns, up to 2 nades and up to 3 items. Changing loadout from A to Z takes less than 3 seconds.
It has bleeding system - if you get hit, you can fight back (and bleed) OR take cover and heal. Plus, hits from shotguns have less damage, but take more time to bandage. Also promotes teamplay.
It has nice stamina system - your maximum stamina capacity depends on health. You get hit really bad - you can still run, but sprinting/jumping is useless. Stamina changes quite fast, plus you make loud breathing sound when exhausted (gives away position).
Also some ability to heal back eachother, but I am still thinking of proper way to not overpower/nerf this.

My point is: game needs to be updated with fresh weapons/strategies and existing weapons/strategies need a change. Weapons need to have specific roles and have their own niches ==> In OS .12b it is very easy to snipe with SMG, which means rifle became useless.
To be specific: RPG, HMG, Mortar. Zoom attachments for rifle(s).
Spoiler:
RPG - serves for penetrating cover/armor. So you can hit a filthy sniper inside a building (not 100% that you kill him), but can't do much damage against structures (let's say 1 block destruction/displacement at most).
HMG - makes you think twice before crossing that field. Keep in mind HMG's, be it water cooled or air cooled, overheated quickly. It is advised to fire M2.50 not more than in 10 round bursts, and MG42 needed barrel changes after 250 rounds. Effective in defense, clumsy in offense role. Harder to make, so limited supply?
Mortar - base-camper weapon. I imagine dedicated spotter(s) silently going within fogrange to target and marking target on map (only a single one at once). Mortar crew then would have to estimate range and guess height difference, also choose from airburst (anti-personell) and HE (anti-3x3-blocks).
Scope attachment - enables to snipe at fog range, but makes you vulnerable at short range. Balance: Spread and recoil penalties would be twice as high (moving, crouching, leaning, low-on-stamina, jerking-off-the-mouse). FOV changes only after respawn. Scope mounts/dismounts only after respawn/rearm. You can use your rifle's default sights, but there's scope that's covering a lot of FOV.
That would mean diversity of roles you can take. Adding a loadout system would make it even more diverse and easier to adapt to your role.
You are a sniper? Well pack up some extra ammo and forget about nades/armour. Maybe grab a pistol if you are too nervous.
You're a mortar dud? Forget about armour/nades/rifles. All you need is to be light to carry boxes with mortar rounds and a pistol/shotgun to defend.
Rifleman? Sure, grab some ammo, maybe a nade/pistol.
SMGay? Get armour, couple magazines, nades, maybe pistol..?
Green bastardIntel snatcher? Throw away all ammo, weapon, nades, leave only pistol.
Supporting your HMG guy? Well carry some ammo for him and take over his gun when he's down.

I am still thinking of how to make it simple for newbs and highly capable, fast and satisfying for advanced people.
Main thing is dropping ammo for your teammates; if you are carrying HMG ammo, how do you drop it simple and fast..?
Maybe hold down <ammo drop> key, so instead of dropping your current weapon's ammo, selection window pops up?

But first, SW renderer visual-wise, SW renderer performance-wise, NetCode, Protocol, gameplay fixes (make some stuff a bit slower) and THEN this.
Last exam is (hopefully, if I don't fuck it up second time) 01.25
Make your tutorials ready, I am interested in that SVO raycasting and OpenCL GPGPU stuff, these are main things that could boost it considerably.
Also, current visual appearance of blocks/models is not satisfactory and I will take a look into Voxlap to see how it's down there.
ZEB 99
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make it realistic but easy to play, not like that arma game that was free a while ago on steam
Chameleon
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ZEB 99 wrote:
make it realistic but easy to play
Exactly.
And not truly 100% realisitc.
Just capable of deeper, diverse strategy than it is now.


1) There's arcade games like CoD/Bf. They are graphically (apart from lens flares) realistic, but you can point out so many things that are so wrong realism-wise.
2) Then there are games meant to be fun over realism, TF2 or UrbanTerror. They have a little sense of realism, but the main thing is breakneck speeds and fun gameplay.
3) Then there are games kind of realistic, but not arcadey, like TrueCombat series. They have more or less realistic feel, but still simple/forgiving enough.
4) And then you have Jagex shooters and Blockade, games that try to get TF2/Quake3(/CoD?) feeling. They are pleading you to put them out of their misery. Basically, if game's about creativity, you'd expect it to be useful; but it can be totally forgotten because you can dig from 0-0-0 to 512-512-64 in 30 seconds and destroy half of the map in the way. Building a bunker would feel like fighting windmills, and even if you won, it would make no difference.
5) Then there are games that are not 100% simulations, yet they are a bit too realistic to appeal to mainstream audiences, like ArmA, Infiltration 2.9... Sure, ArmA's quite popular, among some other ones, but mind that commonly players turn down realism settings.

Now, I believe the best option for voxel shooter is number 3.
Spoiler:
You would generally feel that digging a trench or building a camouflaged bunker would be better than just charging the enemy.
Getting shot would not only just lower HP, but make you actually seek cover and medical treatment.
Battlefield would stay x2 longer, but still you'd see important used buildings get rekt. You could get some airdrop (cargo/paratroopers), but that would have disadvantages (your cargo/para getting shot to shit).
On some maps - arty/airstrikes (not as killstreak rewards - I'm still thinking about this part).
Maybe make it so that players must put down their dug out blocks. And buildings that fall down would make a pile of rubble.
Introduce some basic vechicles-cars-tanks-planes-boats that would be underpowered rather than OP.
Kind of game you could immerse yourself into, but play it light-hearted.

That does not necessarily mean we are stuck with WW2/Vietnam.
Spoiler:
If playerbase grows, I have long had in mind a zero-G shooter. Imagine a gamemode: you have pursued some ship wih important (explosive?) cargo and shot it's engines. Connecting your ship with theirs is too risky, so you have to invade it in suits. You can't go trough it's armour - it's wayyy too thick. Do you go trough still hot engine or through well defended cargo door? Drunk cam would fit in that gamemode seamlessly.
Or maybe some experimental musket line battles/sieges (with cannons).
LeCom


Well, as arcade as possible is the best choice. At some level, increasing realism begins to become weird; realism and voxels don't fit together that well.
SVO means you have a 3D mipmap and you start at the highest mip level, checking whether that e.g. 16x16x16 area has something solid in it. If no, just continue (this way you "jump" over empty space very quickly), else go down to 8x8x8 and repeat until you are at 1x1x1 and then just do standard raycasting. For LOD, just stop at a certain mip level and just the mipmap colour at that position.
I don't know much about OpenCL, but GLSL is like C with a few limitations and some new stuff. Just look up some tutorial on GLSL and you know how it works. Especially it's easy if you already know how to use opengl.
Chameleon
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Icarus North wrote:
Why? Just make rapid fire less accurate & have more recoil.
Semi snipers are snipers, meaning high damage if I use game logic. That said, we're discussing autosnipers, which means the player would need to take more than one shot to frag someone and keep the weapon legitimate. It also means they are more accurate than your average AR (both in range and by use of a longrange scope) and may have a lower recoil if using the same caliber (again, game logic)
TL;DR What's the point of making autosnipers a thing if the community wants them to be slower-firing, inaccurate/recoil-as-fuck guns when you can use a better alternative
a) diversity. Existing tactics not necessarily are useful.
b) or balancing. Keep in mind that bolt-actions are made with accuracy and power in mind. Semi-auto mechanism takes some power out of equation; most probably semi rifle will have shorter barrel and smaller caliber (boltaction-calibre > semi-auto-calibre > AssaultRifle-calibre > SMG) - less power and less basic accuracy. Make semi-auto faster and bolt-action reliably-deadlier.
Icarus North wrote:
What..? Soldiers are able to throw nades always, but from prone not as far.
I decided that because if you're crouching and throwing an explosive you're generally putting it in a near-stationary position for tactical reasons and running away. I decided C4 should be for crouching so that solves no nades when crouched
wait, what? Are you doing this only so there is no separate weapon switch, but rather toggle between nade and C4 by crouch?
Icarus North wrote:
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.
I dislike newbs getting kills by suiciding into pros, so no cook...unless...standing still? Randomization on fusetime sounds good.
Well shit ain't my business if you can't get rid of noobs running into you. Remember those old WW2 / Nam films? How those gooks would charge americans with grenades? I would suggest making you able to sprint while cooking (throwing would be inaccurate then).
Icarus North wrote:
2 ft only if full health & absolutely no gear. Or maybe jump 1 ft and add ledge grab climbing.
gp about the 2ft w/ no gear.
I liked WarFace's (Xbox360's closed beta was the only good version of WarFace so shhh) "boost" mechanic where a teammate would crouch and give the other guy a leg up (and the one on top can grab the other guy's arms and pull him up)
Too much cooperation. Easier would be just ledge grabbing.
Icarus North wrote:
Well good luck hitting such a small, fast moving target.
It's supposed to be incredibly difficult to pull off
Then why even bother? Remember that there is some distane (up&down) from ironsights and barrel. M16 has it very bad. Pistols have it better. Then most guns have minimum sight zero for 100 metres. Then, if you take M67, you try to hit 6.5 cm radius ball (my palm is 10 cm both directions). As I said, totally Quake/UT thing.
Icarus North wrote:
nah, proning would be good enough. Unless game is as advanced as arma is.
Prone: Laying down with wep. Obviously you can be seen as a living being holding their weapon
Playing Dead: Drop Wep somewhere and lay prone...?
What's the point? Any player who played more than a week will know to double tap >> tactic from ArmA, you are not sure? tap him.
Icarus North wrote:
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.
I decided no sprint, because sprinting breaks many games. I don't like advanced stuff, which is why I made gear/armor a simple percentage nerf on mobility. (Which is why I stopped playing robocraft after they first nerfed rails)
Please watch at least 30 mins of various gameplay (or download it, whatever). This game is quite fast paced, common players doing 40km/h. It is simple system, no need for ArmA's epinephrine, morphine, first-aid; just simple bandaging. Sprinting doesn't ruin stuff, just needs some proper balancing, like heavy breathing so opponent knows you are there.
Icarus North wrote:
Yes, that's why there's freeaim - so you can very easily peek over the sights.
As in the freeaim you have in your custom OS? For hipfire, I guess it's decent, although I'd make it a little smaller. I'm thinking either widen free aim while ADS, or add a keybind that lets you peek over the sight (settings: toggle/hold to peek)
What feels more natural? Moving down weapon yourself or using some insta-peek-a-boo-magic?
Freeaim is quite small right now actually. Infiltration 2.9 (way earlier than any ArmA) has it at half of screen. I made it less than that. Addidionally, I will round the corners and smoothen it.
Icarus North wrote:
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.
I'm going for pseudo-simplicity, so I'd like to believe in all bullets are the same in function but with different stats per caliber
Whatever, I just wanted to point out common myths (that I used to believe myself).
Icarus North wrote:
very rarely. They are made to be harmless, apart from flash & bang.
It'd only be in a low-HP situation that they kill you. Think 8/100HP
Then is it worth it? Wouldn't shooting be faster and more reliable rather than trying to hit someone with grenade with such short arming time? Flashbangs have about 2 seconds, so you might just blind yourself.
Icarus North wrote:
Trying to do this tinnitus thing.
...?
Google it. " tinnitus " - the ringing in ears after explosion / prolonged firing.
Icarus North wrote:
LMGs are the most nerfed guns in FPSs (excluding ArmA).
While low-velocity calibers (9x19, .45) are overpowered. They are *supposed to be 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.
I agree, I'm thinking about making LMGs just a high-cap assault with lower mobility and a .3-second-longer reload
LMGs are bulky and long. They rely on high volumes of fire to be effective, so you carry a lot of ammo too. If you implement gun barrel hitting map things, you wil balance LMGs/other long guns nicely.
Icarus North wrote:
"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 sit on a nade.
I'm thinking this: Nades - MAX armor damage or instakill w/o armor within [insert default explosion radius here],Shrapnel - 10 armor damage/20 HP loss w/o armor for each piece of accelerated shrapnel that comes in contact
Too simple. You forgot fast damage falloff, armour usefullness. Also keep in mind nades like to be OP in movies (when good guise use them).
Methinks shrapnel could have very little impact on HP initially (let's say you were 10-25 metres away, so you get no blast damage). But with bleeding system, you would lose a lot of HP by bleeding and you would be out of action for more than 10-15 seconds.
Icarus North wrote:
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).
I understand what morphine does, but game logic
Are you generating ideas for Cawadooty:ArmouredAssult? You have some complex systems and then game logic happens.
Icarus North wrote:
Why drop not empty mags?
Urban-Terror reloads make you think a little
Yes they do. But if you have slower, less CQB game then you should go with separate magazine system. Basically, when you reload, bullets don't merge in magazines.
Icarus North wrote:
What about map that refreshes only when you get back to your base?
It's not going to be a voxel FPS or have any destructable map elements unless otherwise noted
I am talking about <M> map you see in AoS. Quite strange that we have such satellite technologies.
Icarus North wrote:
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.
No point in them/would just make stuff more complicated. Use nades/C4
Maybe. But remember they can be: Smoke cover, HEDP-anti-armour, HE-fragmentation, HE-airburst, HE-flare, HE-concussion etc. etc. If you can by default see more than 200 meters, you must have them.
Icarus North wrote:
No. You can move, but shot will be inaccurate, plus looking down the scope and moving is extremely hard == useless.
That, and nerfed damage while moving
And how do you keep it out of the Magic-shit Kingdom? If you managed to hit him, you hit him. no fake bullshit. I very much don't like how curently spread is handled in OS (it's 100% random, now sway, no nothing).
Icarus North wrote:
God save us from battlefield's slow moving sniper rifle projectiles.
Last battlefield I've ever played is battlefield 3, and that was back in 2013
As far as I know, it's a classic feature in all versions. Sniper bullets move half or third the speed and drop two or three times more. And on all that way, they never get anyhow affected by wind.
Icarus North wrote:
I would think of stocks as choosing between shorter weapon and recoil management.
That, and faster horizontal aiming. It's hard to line up sights without something to rest in your shoulder
[/quote]
You know what? Nice idea. +1


Should at some point just either create a Word document and send it to each other or create a whole noew forum for this to discuss separately in-depth.
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Icarus North wrote:
When I had initially written this list on lined paper at home, I thought it'd be a good idea. I come from a game (MAT) that can make grenades seem very unfair, so I've never given them too much thought.
I looked up two videos. HE grenades seem to be fast - they have quite flat trajectory - easy to aim. Probably low fire delay too.
What I did in 01.03 is good example of balancing - freeaim + not very accurate crosshair. In Hallway, when some random dude, 10 blocks high at your spawn, makes 1x3 hole in the wall and starts harassing you, it's hard to nade him. You can try cooking, but if grenade bounces, you're fucked ==> grenade is balanced.
I like that. Adding to this idea, give me an opinion: Should auto-throw after a while be a thing if you cook while sprinting?
No, don't make it auto-do-X unless you really need it. If you had to touch all the tiny pieces on your guns to reload them, it'd be horrible. But making something fundamental suddenly auto-do-it-itself, it's more frustration. Currently OS releases grenade if you cook it too long and I will correct that.
Too much cooperation. Easier would be just ledge grabbing.
I suppose we ARE talking about a possible FPS here, where teamwork is near-nonexistent
But still, to give some ability for team work, make players able to go on top of each other (when bottom one is crouching).
It is simple system, no need for ArmA's epinephrine, morphine, first-aid; just simple bandaging.
Are you talking about UT? Yeah, I like it a good bit. Should the player have 3 bandages (like UT), or another number?
I am talking about UrT. UT = Unreal Tournament; UrT = UrbanTerror; they are both very fast, but UT is sci-fi and UrT is fun over realism. Urban Terror player has infinite bandages and without medkit can heal up to 50%; with medkit up to 90% and faster (you need a teammate to heal you, you can only stop bleeding). This 50/90 system would rarely suit any other games, so for slower games like OS/VXW it would be good idea to decrease maximum achievable % of health. The more you are hit, the less health you can regain, in the end you either die or go back to tent.
Then is it worth it? Wouldn't shooting be faster and more reliable rather than trying to hit someone with grenade with such short arming time? Flashbangs have about 2 seconds, so you might just blind yourself.
Having that simple chance there could make quite a difference near the end of a match. It'll teach people to be sparing with their flashbangs
The thing about flashbangs is that they usually are thrown first IRL (scenario: house siege). Why? Short arming time means it's unexpected. You could dive into another room if you saw grenade rolling in and survive, but flashbangs are faster and you'd just be stuck with ears ringing, disoriented. Yes, some damage might be probable (mostly burns and prolonged hearing/stability loss).
Chameleon wrote:
Icarus North wrote:
Google it. " tinnitus " - the ringing in ears after explosion / prolonged firing.
I'm assuming this means you'd rather not have this in an FPS, correct?
Wrong. Best thing about an FPS is tinnitus, just make the sound not too annoying. Also remember that extreme sounds make you disoriented, so extra-drunk cam is a good thing too.
Dude, sweet idea about that extra drunk cam, will totally add. +1
LMGs are bulky and long. They rely on high volumes of fire to be effective, so you carry a lot of ammo too. If you implement gun barrel hitting map things, you wil balance LMGs/other long guns nicely.
Ooh, barrel collision. That's something many FPS games should try.
Not many--- only games that have a touch of realism. If you did it in UrT it could result in drop of player base. Quite strangely I don't notice this system having been implemented in ArmA. And the best host of this sytem would be AoS, so you would appreciate a bunker that isn't cramped (aka my bunker :)
Too simple. You forgot fast damage falloff, armour usefullness. Also keep in mind nades like to be OP in movies (when good guise use them).
Methinks shrapnel could have very little impact on HP initially (let's say you were 10-25 metres away, so you get no blast damage). But with bleeding system, you would lose a lot of HP by bleeding and you would be out of action for more than 10-15 seconds.
If you're indirectly saying that going unconscious should be a mechanic, idk if I'd like that
No. But it is very interesting mechanic in ArmA. But no, I mean "out of action for more than 10-15 seconds" == bandaging and hoping you don't bleed to death (or that enemy doesn't come round a corner) in the process.
Otherwise, yeah, what you said. I'm used to nades being a little ball you throw that detonates on the third contact of an object, wall, or floor
Well the only grenade to explode on impact is M203 40mm. Maybe the devs of that MAT thought that 40mm could make love to M67? lol
Well actually there is hand-thrown Russian grenade that has (if I remember correctly) electrical fuze. If it hits ground, it detonates after ~1 second. It cannot detonate in less than 2 seconds after throw. It will detonate automatically after 5 seconds if didn't hit anything.
Yes they do. But if you have slower, less CQB game then you should go with separate magazine system. Basically, when you reload, bullets don't merge in magazines.
Sounds good as long as there's some sort of indicator which magazine (number) you are using and how many magazines you have
Insert the best magazine; if you are throwing ammunition away, throw out worst magazine. You wouldn't believe, but this system is older than oldest cawadooty player.
Hotel Alpha Hotel Alpha Hotel Alpha
Maybe. But remember they can be: Smoke cover, HEDP-anti-armour, HE-fragmentation, HE-airburst, HE-flare, HE-concussion etc. etc. If you can by default see more than 200 meters, you must have them.
Something like less damage, more tactics?
Well you are not specific enough... But M203 actually requires very little balancing (unless we talk about fog distance of 80 metres in OS), because it is hard to judge distance and even if you manage to get within 5 metres to target, you might wound your target. So it's not some grenade that you toss and get 5 metres of certain death.
That can be done, if you'd rather not continue to discuss it here. How about a Google Doc?
I don't know that system. Is there possibility to include some trusted people into conversation and make it Read-only (or comment-only) for the rest? Will we have to download and upload a file every time or editing is done online?
LeCom


The only thing on this page that sounds 100% like a good idea to me is grenades wasting players that are near them but not near enough to get killed.
HP balancing is a bit difficult. AoS has the problem that the only "source" of damage are guns, nades are negligible due to their nature of either doing <10 damage or instakilling. So, when settung weapon damage, you just would count how many hits that weapon would need for a kill. What I want to say is, the most common HP values aside from 100 are 51, 2 and whatever is left after getting hit by an SMG. Random gun damage is shit - so if you always get the same HP values, damage penalties would be pretty shitty.
You can discuss stuff with Icarus via PM and just post the result.
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