Guns and graal. Now since the start of this all there has been pretty much one way of doing guns. Zone stepped in and made 4 more shootable directions, which i thought was a great idea. But i stil felt guns could be done better.
So i thought up a system one day that is radically different, but can still be extremely fun in its own way. It relies more on skill and smarts and less on equipment.
A basic idea is that this system is designed for a 360 degree shooting angle. Mouse controlled. So where you point your mouse is where your going to shoot. And you wont see your bullets in motion. I dont know about you, but most people cant dodge bullets. Almost instantaneously when you shoot, your bullets will be hitting your target.
You might be thinking thats too easy. Well it is certainly easier than whats going on in graal right now. It will change the way you play. You have to take cover, plan out your attacks, lay down cover fire for teammates.
This is where the reticule system comes into play:
(refer to the picture at the bottom. I used zone gfx for an example.)
Several factors influence where your bullet will actually land.
-The main influence is the disance your reticule is from your character. so the farther away your target is, the larger the circle will be.
- Rate of fire will affect your aim in battle. If your blasting off rounds with fully automatic, it will be a bit hard to aim at a exact point. For certain situations 3-shot burst or even single shot would be ideal.
- Movement by the shooter will affect reticule size. if he is running and shooting at the same time. it will be harder to aim.
- weapon type. some weapons are just more accurate than others. that doesnt mean they are any better. A high range rifle is no match for a fully auto smg or uzi around a tight alleyway.
- health. a wounded warrior cant concentrate as well as a healthy one. this wouldnt make the reticule any bigger, but it should affect its shrinking (aiming) time.
- and of course experience. a system could be made where a soldier can upgrade his marksmanship to improve his shooting skills, decreasing aiming time or reticule overall size.
Fog of war/ Line of Sight:
this system also shown in the picture at the bottom i feel should be in place for a gun system like this.
knowing where your enemies are is essential to victory. if your soldier is approaching a corner of a building, he shouldnt be able to see what is around the corner, unless he can hear bullets firing, reloading, or footsteps.
several important points to make:
- your team mate's line of sight should also be viewable by you. Because in a quick paced fight, you dont have time to stop and type out what you see. So just by spreading out and using smart tactics you can help your teammates out just by looking around.
- sight blocking objects could be anything! a line of parked cars, a stack of barrels, building corners and walls. possibly smoke bombs? this system can have alot of possibilities.
Soldier Experience & Ranking:
I think the best way to esablish ranking would be thru an
ELO system. this basically rewards you more for killing a higher ranking soldier and less for killing a lower ranked soldier. Kills > Deaths ratio is a horrible way to display skill, as is experience system like zone's.
Rewards can be designed as badge system of sorts. players can spend their stars to increase their running speed, ammo count, accuracy, aiming, leadership skills, reload time, endurance, etc.
- a higher ranked kill earns you more stars
- lower rank kill earns you less stars
- assist earns you 1 star.
- team victory earns you set amount of stars.
The rest of the playerworld could be designed any way around this system. Like a map based game like zone, or an overworld constant war type system, or perhaps a combination of both. Futuristic or world war era, you can't really go wrong. personally id like to see this game designed anywhere from the world war 2 - desert storm era. with trenches, sandbags, war torn buildings.
in this pic you can see the reticule. this represents the area where a bullet fired from the player could land. the darkened area is the part of the room blocked from vision by the players location. he cant see around the corner of the wall.