Phelot
Arcane
- Joined
- Mar 28, 2009
- Messages
- 17,908
All the innocent tears shed by the Codex over games like AP or ME made me start to think about how guns in these sort of games are handled.
It seems that action RPG's either use percentages or dice roles to determine if a hit is made such as in AP (I believe) and Morrowind (even if it's not really an aRPG) This has the awkward effect of having the player clearly land hits that are still calculated as misses. This is not popamole enough.
The other system seems to be the likes of FO3 were the game is clearly just an FPS and stats and skills don't seem to effect whether you make a hit. Just have the crosshair over a target and you'll hit it. Oddly enough, having a higher small arms skill seems to only increase damage. This doesn't make sense.
So instead, why not have an FPS and aRPG hybrid that does away with traditional Agility, Strength, Dexterity, etc and just focuses on action based skills? The skills would all be related to guns and how well the player uses them.
A quick rundown on the skills:
Draw: How quickly you can pull out your gun and ready it for fire. Perhaps best in a Western setting, but I can still see it in modern settings if concealment is important.
Steady Aim: How steady your PC can hold his weapon.
Reload: How quickly your character can reload their firearm.
Throwing: For grenades and especially accuracy of the throw. I never liked the ridiculous failures that would occur in say Fallout because you have a low throwing skill. A low throwing skill shouldn't have to mean you throw one way but it goes the complete opposite way. It's more for pinpoint accuracy.
Firearms: This skill would be made up of numerous sub genres such as revolvers, assault rifles, pistols, etc... I suppose this would replace a "handling" skill. Basically, this skill would determine which weapons you can properly handle.
Nerves: I would image this as a sort of counter to unluckiness. A low nerves skill might cause your other skills to experience critical failures such as dropping your ammo when reloading, jerking the gun up when firing, etc. I believe it would be reasonable to have whatever current tensity determine just how effective your nerves skill is. So, if your PC is taking a lot of fire, then you'll need a higher nerves skill in order to function properly, otherwise the PC will have to take cover and wait until the tension cools down.
I'm sure there could be more, but this is the basic idea. The point of all of this is to hopefully create a more realistic FPS that still depends on the player's skills.
More later if I can. I actually have to do work now.
It seems that action RPG's either use percentages or dice roles to determine if a hit is made such as in AP (I believe) and Morrowind (even if it's not really an aRPG) This has the awkward effect of having the player clearly land hits that are still calculated as misses. This is not popamole enough.
The other system seems to be the likes of FO3 were the game is clearly just an FPS and stats and skills don't seem to effect whether you make a hit. Just have the crosshair over a target and you'll hit it. Oddly enough, having a higher small arms skill seems to only increase damage. This doesn't make sense.
So instead, why not have an FPS and aRPG hybrid that does away with traditional Agility, Strength, Dexterity, etc and just focuses on action based skills? The skills would all be related to guns and how well the player uses them.
A quick rundown on the skills:
Draw: How quickly you can pull out your gun and ready it for fire. Perhaps best in a Western setting, but I can still see it in modern settings if concealment is important.
Steady Aim: How steady your PC can hold his weapon.
Reload: How quickly your character can reload their firearm.
Throwing: For grenades and especially accuracy of the throw. I never liked the ridiculous failures that would occur in say Fallout because you have a low throwing skill. A low throwing skill shouldn't have to mean you throw one way but it goes the complete opposite way. It's more for pinpoint accuracy.
Firearms: This skill would be made up of numerous sub genres such as revolvers, assault rifles, pistols, etc... I suppose this would replace a "handling" skill. Basically, this skill would determine which weapons you can properly handle.
Nerves: I would image this as a sort of counter to unluckiness. A low nerves skill might cause your other skills to experience critical failures such as dropping your ammo when reloading, jerking the gun up when firing, etc. I believe it would be reasonable to have whatever current tensity determine just how effective your nerves skill is. So, if your PC is taking a lot of fire, then you'll need a higher nerves skill in order to function properly, otherwise the PC will have to take cover and wait until the tension cools down.
I'm sure there could be more, but this is the basic idea. The point of all of this is to hopefully create a more realistic FPS that still depends on the player's skills.
More later if I can. I actually have to do work now.