Natural shooter multiplayer?

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concrete89

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Oct 21, 2008
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When you play an FPS in singleplayer, you expect the AI to act like people, right?
Taking cover, using covering fire, and so forth.
But when you play nultiplayer, no one acts like that. And why should they, they do not feel fear, and even when they feel stress, it's not the same.


Question:
How would one design a game so that real-life tactics would be applicable?
How would one make people fear the death of their character?
Any ideas?
 

XMark

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Jan 25, 2010
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I recall back to my Counter-strike days that people used cover all the time (whatever kind of cover was possible via ducking and moving behind corners). I guess part of it was because death meant sitting out the rest of the round.
 

The87Italians

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Jun 17, 2009
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If they used a one life system for a game. It sounds kind of stupid, but if you enter a game, weren't careful, then get killed and ejected from the game, you'd be more careful next time too wouldn't you? Or they could copy Modern Warfare's search and destroy method and retro fit it for Deathmatch.
 

concrete89

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Oct 21, 2008
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@XMark
Yes, but another just as common tactic was to just jump around like a fool and shooting sniper rifles from the hip.
And much of the time, it worked just as well.
 

InquisitorRaekan

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Jan 21, 2010
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of course theres the one life system, or increase all damage you take. that would make people not want to die and make them take cover more often so it doesn't happen.
 

G-Force

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Jan 12, 2010
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concrete89 said:
When you play an FPS in singleplayer, you expect the AI to act like people, right?
Taking cover, using covering fire, and so forth.
But when you play nultiplayer, no one acts like that. And why should they, they do not feel fear, and even when they feel stress, it's not the same.


Question:
How would one design a game so that real-life tactics would be applicable?
How would one make people fear the death of their character?
Any ideas?
There are plenty of real tactics that are used in shooters such as flanking, using grenades to flush people out and getting into good sniping positions. I'm not sure what you're talking about when you ask about "real tactics" are you referring to common FPS strategies such as going for headshots over body, circle strafing and all that jazz?
 

Onyx Oblivion

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Sep 9, 2008
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Give the game really long respawn timers. That'll learn 'em.

EDIT: I said long timers over no respawn. Because no respawn is no fun. You'll have people hiding all the time and the matches feel like they take forever for the first guy down...as he proceeds to watch the next few minutes.
 

Ironic Pirate

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May 21, 2009
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Or possibly giving people low health and accurate weapons. And making it so that you can still move at reasonable speeds while crouched. Possibly making hipfire accuracy very low.
 

sgtshock

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Feb 11, 2009
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You can make a game as realistic as possible, but you'll never get people act like they will in a real firefight because they can't die. Long respawn times and realistic damage helps, but it isn't a substitute for actually putting you life in danger, and it makes the game less fun (IMO, anyway).
 

lasersandbearsohno

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Nov 8, 2009
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so basically everyone is talking about hardcore search and destroy. if there is no incentive to preserve your life, then people will run around like idoiots etc etc. when you only spawn once a round and every bullet kills, you're going to try and preserve your life. but then again, it encourages slow moving tactics and watching corners, which many people yell CAMPERS at, so its really a trade off.

also, no matter what tactics you use, especially if they work, people will get mad at you. if everyone online played really well and played tactically, there would be even more online rage
 

DeadlyYellow

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Jun 18, 2008
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Onyx Oblivion said:
Give the game really long respawn timers. That'll learn 'em.
You again!

Couple with a more realistic damage system and get rid of the ridiculous "miracle cure" rejuvenation.
 

theshadowed1

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Apr 10, 2009
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I KNOW!
how about when you die you lose experience this would mean that: a)people would genuinly care about dying and b)that means that rank would actually matter as it wouldn't just be people who have no social lives
 

Onyx Oblivion

Borderlands Addict. Again.
Sep 9, 2008
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DeadlyYellow said:
Onyx Oblivion said:
Give the game really long respawn timers. That'll learn 'em.
You again!

Couple with a more realistic damage system and get rid of the ridiculous "miracle cure" rejuvenation.
heh. Sounds good. If I liked realism. Anyway, I said long timers over no respawn. Because no respawn is no fun. You'll have people hiding all the time and the matches would take forever.
 

mechanixis

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Oct 16, 2009
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Severely limit their movement - no jumping, can only run in short bursts - and instead of just being "alive" or "dead" there's a persistent wound mechanic. Being shot in the leg will make you limp or crawl, and shot in the arm will make you unable to aim effectively.

I also like The87Italians one-life idea - or at least a limited number of lives. A five-life last man standing would be interesting.
 

concrete89

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Oct 21, 2008
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G-Force said:
concrete89 said:
When you play an FPS in singleplayer, you expect the AI to act like people, right?
Taking cover, using covering fire, and so forth.
But when you play nultiplayer, no one acts like that. And why should they, they do not feel fear, and even when they feel stress, it's not the same.


Question:
How would one design a game so that real-life tactics would be applicable?
How would one make people fear the death of their character?
Any ideas?
There are plenty of real tactics that are used in shooters such as flanking, using grenades to flush people out and getting into good sniping positions. I'm not sure what you're talking about when you ask about "real tactics" are you referring to common FPS strategies such as going for headshots over body, circle strafing and all that jazz?
No, I'm talking about real life stuff. And yes, some real tactics are usable.
But that doesn't change the fact that people are only controlling an avatar. They do not fear the pain of getting shot, if they are left with low health, they do not fear death, they go out and try to get off a lucky shot before they bite it, and then they restart.

He doesn't come near to experiencing the stress of a real soldier in his position, since there are no real risk involved.

And if the same tactics as in real life are used in a shooter, how come real soldiers are not running around alone, jumping to avoid gunfire, or running headfirst into a situation where death is all but certain?
 

almostgold

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Dec 1, 2009
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Furburt said:
Two words: Red Orchestra.

That is one of the most realistic online shooters ever to exist.

Want to fire a rifle? You have to cock the bolt manually.

Want to hit that guy on a rooftop on the other side of the map? Adjust for bullet drop and wind.

Machine gun overheats? Change the barrel.

Hear that artillery in the distance? That hits the map at random, killing you.

Want to rush the enemy and then teabag them? Don't.

Seriously, you want realistic online shooting? Play RO. RO2's coming out soon as well.
That sounds..... AWESOME!

Googleing it now.

OT: My suggestion would be a game where a single shot to the head or chest always kill you, and limbs take 3 or so. When you die, you go back to the lobby. Not killing anyone for a certain amount of time sends you back to (no campers). Itd be brutal, quick, and fun. With that many player dieing the lobby would be a real short wait, so you'd just be going in and out of games.
 

SnootyEnglishman

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May 26, 2009
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Real-Life tactics have always been available in most modern war-based FPS games..it's just that most people are stupid and just like to rush right into the battle without planning a proper strategy.