Now before you jump in and say I know what this is going to be you don't!
I have an idea for the best modernwarfare game ever made. Been in my head so I thought I would share it with all of the UT3 fans out there.
Currently too many PC games, and modern Warfare style mods drop the ball when it comes to weapons authentisity, sound, and even how their weapons should work. I have had this idea in the back of my mind for some time now and would like to share with anybody who will listen.
First problem most games have is cover: While some games make correct use of cover via AI, and force the player into cover via hords of bad guys, they lack a system for a first person shooter game that corrctly simulatates cover, and supressing fire witch work in real life.
IMHO there is a way to fix this:
First:
1. A player should be able to look around corners, and move his head and not just his whole body. At the same time he/she should be able to fire blindly around corners without exposing his/her body.
2. Peeking over cover to fire. IE the player should not have to stand up to do this, not only is that a bad idea, but in online FPS games if you stand and shoot odds are your going to be hit by a sniper, RPG, or worse.
3. Players almost always get around AI by simply useing cover better then they do. IE too many times AI/Players get into cover, and the player dose not need to warry about his/her head sticking out because the games says they are protected. We need to change this in particular to make a real and deadly effect if the player is going to use cover correctly. SO we need to make the player subject to the same rules of combat that AI are.
In short when I the player run into cover I should have to keep my head down, or suffer the rath of said bullets comeing down at me just like the AI dose. Thus when I'm in cover in first person unless I plan to shoot I should point my head down at all times untill I take the chance and peek out to fire my gun I should be forced to blind fire, or even sit in cover for a while. (Note the player could leave at any time, just if they want to live when under fire in cover they need to be not looking at the enemy)
4. Last but not least is controlls!
Too many games screw up by makeing this kind of gameplay to hard for the player to do. My idea is that it's easy to sit down behind a rock/tank and not let your feet stick out right? One button should be able to do it. It's also easy to get into cover in the first place. Agian one button should do it here too. Last but not least movieng into and out of cover should be easy, and a fun, and last but not least an enjoyable event to the player, even if he/she gets their leg blowen off by a nade when doing it.
(These are the major problem with modern FPS games IE the AI is vary realistic, and bound by a realistic world that the developers made, but the player has no such restrictions, and often can fire with impunity at other players online, and AI as a minor result. My way of implamentation would change all of that. The Player would be bound to the same animations, combat style, and even menuvers that his buddy AI, and enemies use)
Thus we make cover a good thing, reinforce team work, and flanking menuvers, and last but not least make ground combat as epic, and realsitic as it is in real life, and the movies.
Next up is vehicle combat:
Agian the problem here is not simply that it's too arcadish. The AI is bound to the game world, has limits and the player dose not when it comes to moveing, attacking, and even killing other vehicles/ground units.
First is controlls:
A vehicle needs to feel heavy, clunky, and at times restricted in movement to create a realistic, and big feel to it. IE you don't see HMMWVs jumping off 20 foot ramps in real life because they would be smashed to bits when they landed.
IE say your in a game that has you controlling a Tank. the number one problem is developers over compinsate for controll, and lose the feel of real tank driveing. It becomes too easy to out flank, and out fight AI, and some times unrealistic when it comes to fighting players wether on foot or in their own tanks. The problem here is not that the players think outside the box, but that the controlls are overly simplyfied to allow even a noobie to get into a tank and own all others around him/her.
IMHO it's an easy task to reload a tank cannon, it's also easy to drive a tank, but it's not easy to menuver around slopes, get the tanks armor faceing the enemy, and last but not least hit the first shot every time. Too many games can get points 1/2 down to a T, but then when it comes to shooting it's all about spaming tank shells, and unlimited ammo/point and click issues.
IMHO this can be solved vary easly with a simple system that dose the fallowing:
1. Limit the ammo to the correct ammount that said tank can have in real life. Thus the player has to aim better, shoot less, and think more. Also if vehicle has said fire modes Like most APCs do: they should have these as options!
2. Useing PhysX we can have wind sheer, correct calculations for bullet drop of tank shells, and larger rounds, as well as if a tank round will simply bounce off another tank. Thus we force the player to compensate even more then they would normaly. Of course recoil, and sound play a big part as well when it comes to these monsters of death.
3.If a vehicle is **** in real life, it's real life flaws should be evident in the game world. IE Abrams tanks while tough on the fronts/sides, are easy nuts to crack with a heat seeking missile, or a tank shell to the rear end.
BMPs: All have a major design flaw: that rear door is also the gass tank, hit that with a rocket, missle, or tank shell and it's over in one round.
AA vehicles: While deadly to aricraft they lack the power to even deal with tanks, and have poor armor, and low tork/speed engines. They are mobile gunplatforms, not tanks with rappid fire weapons on them. On top of that they lack speed in the turret as well because their targets are often miles high in the sky so less speed is needed to hit a target.
You can get the idea.
All in all a truly fun modern warfare game is one that not only portats the AI correctly, but the player as well. He/she may be a well trainned soldier but that dose not mean they are gods of might with unatural skills, and powers that the AI lacks.
I have an idea for the best modernwarfare game ever made. Been in my head so I thought I would share it with all of the UT3 fans out there.
Currently too many PC games, and modern Warfare style mods drop the ball when it comes to weapons authentisity, sound, and even how their weapons should work. I have had this idea in the back of my mind for some time now and would like to share with anybody who will listen.
First problem most games have is cover: While some games make correct use of cover via AI, and force the player into cover via hords of bad guys, they lack a system for a first person shooter game that corrctly simulatates cover, and supressing fire witch work in real life.
IMHO there is a way to fix this:
First:
1. A player should be able to look around corners, and move his head and not just his whole body. At the same time he/she should be able to fire blindly around corners without exposing his/her body.
2. Peeking over cover to fire. IE the player should not have to stand up to do this, not only is that a bad idea, but in online FPS games if you stand and shoot odds are your going to be hit by a sniper, RPG, or worse.
3. Players almost always get around AI by simply useing cover better then they do. IE too many times AI/Players get into cover, and the player dose not need to warry about his/her head sticking out because the games says they are protected. We need to change this in particular to make a real and deadly effect if the player is going to use cover correctly. SO we need to make the player subject to the same rules of combat that AI are.
In short when I the player run into cover I should have to keep my head down, or suffer the rath of said bullets comeing down at me just like the AI dose. Thus when I'm in cover in first person unless I plan to shoot I should point my head down at all times untill I take the chance and peek out to fire my gun I should be forced to blind fire, or even sit in cover for a while. (Note the player could leave at any time, just if they want to live when under fire in cover they need to be not looking at the enemy)
4. Last but not least is controlls!
Too many games screw up by makeing this kind of gameplay to hard for the player to do. My idea is that it's easy to sit down behind a rock/tank and not let your feet stick out right? One button should be able to do it. It's also easy to get into cover in the first place. Agian one button should do it here too. Last but not least movieng into and out of cover should be easy, and a fun, and last but not least an enjoyable event to the player, even if he/she gets their leg blowen off by a nade when doing it.
(These are the major problem with modern FPS games IE the AI is vary realistic, and bound by a realistic world that the developers made, but the player has no such restrictions, and often can fire with impunity at other players online, and AI as a minor result. My way of implamentation would change all of that. The Player would be bound to the same animations, combat style, and even menuvers that his buddy AI, and enemies use)
Thus we make cover a good thing, reinforce team work, and flanking menuvers, and last but not least make ground combat as epic, and realsitic as it is in real life, and the movies.
Next up is vehicle combat:
Agian the problem here is not simply that it's too arcadish. The AI is bound to the game world, has limits and the player dose not when it comes to moveing, attacking, and even killing other vehicles/ground units.
First is controlls:
A vehicle needs to feel heavy, clunky, and at times restricted in movement to create a realistic, and big feel to it. IE you don't see HMMWVs jumping off 20 foot ramps in real life because they would be smashed to bits when they landed.
IE say your in a game that has you controlling a Tank. the number one problem is developers over compinsate for controll, and lose the feel of real tank driveing. It becomes too easy to out flank, and out fight AI, and some times unrealistic when it comes to fighting players wether on foot or in their own tanks. The problem here is not that the players think outside the box, but that the controlls are overly simplyfied to allow even a noobie to get into a tank and own all others around him/her.
IMHO it's an easy task to reload a tank cannon, it's also easy to drive a tank, but it's not easy to menuver around slopes, get the tanks armor faceing the enemy, and last but not least hit the first shot every time. Too many games can get points 1/2 down to a T, but then when it comes to shooting it's all about spaming tank shells, and unlimited ammo/point and click issues.
IMHO this can be solved vary easly with a simple system that dose the fallowing:
1. Limit the ammo to the correct ammount that said tank can have in real life. Thus the player has to aim better, shoot less, and think more. Also if vehicle has said fire modes Like most APCs do: they should have these as options!
2. Useing PhysX we can have wind sheer, correct calculations for bullet drop of tank shells, and larger rounds, as well as if a tank round will simply bounce off another tank. Thus we force the player to compensate even more then they would normaly. Of course recoil, and sound play a big part as well when it comes to these monsters of death.
3.If a vehicle is **** in real life, it's real life flaws should be evident in the game world. IE Abrams tanks while tough on the fronts/sides, are easy nuts to crack with a heat seeking missile, or a tank shell to the rear end.
BMPs: All have a major design flaw: that rear door is also the gass tank, hit that with a rocket, missle, or tank shell and it's over in one round.
AA vehicles: While deadly to aricraft they lack the power to even deal with tanks, and have poor armor, and low tork/speed engines. They are mobile gunplatforms, not tanks with rappid fire weapons on them. On top of that they lack speed in the turret as well because their targets are often miles high in the sky so less speed is needed to hit a target.
You can get the idea.
All in all a truly fun modern warfare game is one that not only portats the AI correctly, but the player as well. He/she may be a well trainned soldier but that dose not mean they are gods of might with unatural skills, and powers that the AI lacks.
Comment