Idea for Niche Shooter - Character Skill Evolution

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Pfheonix

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Apr 3, 2010
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Okay, so while thinking about how every shooter nowadays, whether involving the average Joe or the super-elite deniable ops team, has the tightest gun play possible, regardless of whether the character would know how to use a weapon, I have an idea. Bear with me here.

You are a man or woman who lives in a relatively urban area, though not a metropolitan area. Your area is in a country which has been invaded by an enemy force, and you are just trying to keep business as usual, until the war comes into your city. You are in the middle of small skirmish fighting, and given a weapon in order to create a local, not-quite-trained, militia. To begin with, you are not particularly well-versed in weapons, and you aren't the most fit person in the world. These are areas where improvement is obvious.

Starting out, you realize that your weapon has sights. It's an old M1 Garand, and the recoil is immense. You raise it to your shoulder, and aren't quite sure where the end sight should be, so the player must, using a special key and mouse movement, guide the sight into position. Upon releasing that key, you hold the iron sights about where they were guided until you lower your weapon, and attempt to return to the sight picture when recoil knocks it out. Now, over time, you will gradually learn that weapon's sight picture, along with similar weapons sight pictures, as the player continually guides the sights into position over and over, each time with the raised sights growing gradually to come closer to the player-performed sight adjustment.

Reloading is also an area of growth, as to begin with, you aren't sure where the en bloc clip of the M1 Garand is positioned. So, the first time you load the weapon, you are shown by the man who gives it to you how to do it. You are shown the proper position, and how to avoid injuring yourself when loading the weapon. Your first reload shows you looking at the clip for a second to ensure proper orientation, then carefully inserting it while maintaining pressure on the bolt handle. As you reload more often, you will do this more quickly, as well as more fluidly, resulting in a reload that is fast and efficient.

These changes would occur with every weapon, but not all weapons will go back to nothing. If a weapon uses a similar sight type, the progress from others will allow for efficient sighting. Reloading will also change over time for every weapon, from rummaging for a magazine or clip to efficiently grabbing and replacing ammunition.

The idea here is for someone who wants something new that isn't just an adrenaline laced shooter. Mind, it might not sell well, but it would be more of an experiment, rather than a marketable experience for the masses.

TL;DR - You don't use weapons well to begin with, but over time with a special sighting mechanic, you get better. Reloading is slightly simpler, but follows the same idea. It transfers between similar weapons, with each system being differently accommodated. Not marketable to everyone, more of an experiment.
 

blackball3242

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Feb 13, 2011
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Sounds like a cool concept. I like the idea of playing as a partisan leader, but say someone wants to improve their skill stays in an empty room and reload or sight their weapon again and again until they get really good at it? After all, that's how people could actually train but doesn't necessarily make for fun gameplay.
 

Smooth Operator

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Oct 5, 2010
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CoD MMO then?
Well it's sure to make you lots of money but it sounds no more exciting then the standard MMS, just adds grind.
 

Pfheonix

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Apr 3, 2010
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blackball3242 said:
Sounds like a cool concept. I like the idea of playing as a partisan leader, but say someone wants to improve their skill stays in an empty room and reload or sight their weapon again and again until they get really good at it? After all, that's how people could actually train but doesn't necessarily make for fun gameplay.
I suppose they could, but the game pacing wouldn't necessarily give them down time. Mind, I don't have much other than these mechanics, but it would require a much more indepth simulation than Call of Duty or Medal of Honor. I'm more inclined to say ArmA 2 without training, while cleaning up the muggy controls and what not.

I don't think this would sell well, but I think it'd be an interesting take on World War 3: the average guy is called upon to fight, but there's not really time for formalized training, due to the enemy having invaded the country. So, they guy's part of the militia.
 

daveman247

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Jan 20, 2012
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Pfheonix said:
blackball3242 said:
You guys should check out freedom fighters. Awesome game and pretty much the same concept you described minus the skill system (invasion of america and a band of guerilla fighters form to repel the russians). The guns were fairly inaccurate too, to reflect the characters unskilled hands. Still has some of the best squad mechanics too ^_^


As for the weapon skill idea, it sounds good on paper but im not sure it would translate to fun gameplay. Aiming at something and not being able to hit it sounds like it could be rather frustraiting.