I see all of these people bashing realism in games because they think it would kill the atmosphere, but I find that, if combat in real life is exciting, albeit incredibly frightening, then it can be exciting in a game, and if you think about it, doesn't the fun of an FPS tie in to the excitement of it?
Before I go any further, I want to prevent people from telling me how tedious 100% realistic games would be. I totally agree. In real life, despite even modern US military body armor, only pistol rounds will have significantly reduced effect, but rifles will cut you down in a few shots, if you can even handle that. Having been shot, you'd be lucky to be able to heal within any reasonable amount of time. If games acknowledged that kind of realism, an had no healing mechanism, consider yourself dead on the spot. So, yes, 100% accuracy would mean dying a considerable number of times within minutes. Don't get me wrong, that's not what I'm saying.
What I'm saying is that a certain level of realism can make FPS online gameplay incredibly exciting, and since it's a game, that kind of excitement will be in no way bad. Let's say that the guns had realistic effects, and various armors provided different protection over different areas. Bullets would have different effects on penetration and things, and your health would be based on an overall trauma and blood loss system as well as a body part, area damage system, but, unlike in Fallout 3, you wouldn't have time to worry about where you are damaged more, meaning your purpose would be, like it is with most FPS anyway, to dodge bullets in general.
Medkits could stay, since hospitalization would, of course, be stupid. They might work similar to Left 4 Dead, letting the computer automatically decide where more health will be healed, as far as body parts. Maybe the game would be devoted to online play, like MAG, so that the development team would have 100% effort to online play. There would be large maps, realistic cover, and maybe even a fully destructible environment (maybe).
I would have the radar system be a kind of mix between HALO and Call of Duty, where all unsilenced gunshots within a certain radius of the player reveal a static colored area on the map, like CoD, but not a specific dot, and fast movement or heavily equipped players within a certain distance would show up as moving dots, that, depending on movement speed and things would be dimmer/brighter and disappear faster/slower. They could even add a mechanic to make a person blur slightly on someone else's screen depending on how close they are to the person and where they are in relation to the person's reticle, and if they are sighting or not, to break up the person's outline to make camouflage more realistic.
Maybe even add a squad mechanic to divide up teams and add an easy to use command type system to add map markers and label them as ambush chokepoints and things, basically help coordinate small pieces of your overall team.
Yes, this is a mouthful, but if you think about it, the only things you'd be conscious of while playing would be the usual: Take cover, go for objectives, and don't get shot. You would just have to be on your toes more and watch out for people lying in ambush and, only if you want, watch your squad markers or place them. Sure, squad markers are probably better to watch than not, but when did teamwork hurt a game's appeal?
Take this, throw in a Battlefront-style system of strategic points and some resupply points scattered here and there, serving whichever team controls that slice of land, plus maybe weapons caches open for anyone to raid (with limited yield), and I honestly think you have something really good, and the only complex things about it, really, would be the programming. Gameplay would be just fine, and most likely much more exciting and intimate. It would be about as close as we can practically get to a fully realistic combat sim, complete with the chaos, multitudes of running soldiers, and very visible bullet impacts all around that would keep us on our toes.
Edit: Wow, that's longer than I thought.
Before I go any further, I want to prevent people from telling me how tedious 100% realistic games would be. I totally agree. In real life, despite even modern US military body armor, only pistol rounds will have significantly reduced effect, but rifles will cut you down in a few shots, if you can even handle that. Having been shot, you'd be lucky to be able to heal within any reasonable amount of time. If games acknowledged that kind of realism, an had no healing mechanism, consider yourself dead on the spot. So, yes, 100% accuracy would mean dying a considerable number of times within minutes. Don't get me wrong, that's not what I'm saying.
What I'm saying is that a certain level of realism can make FPS online gameplay incredibly exciting, and since it's a game, that kind of excitement will be in no way bad. Let's say that the guns had realistic effects, and various armors provided different protection over different areas. Bullets would have different effects on penetration and things, and your health would be based on an overall trauma and blood loss system as well as a body part, area damage system, but, unlike in Fallout 3, you wouldn't have time to worry about where you are damaged more, meaning your purpose would be, like it is with most FPS anyway, to dodge bullets in general.
Medkits could stay, since hospitalization would, of course, be stupid. They might work similar to Left 4 Dead, letting the computer automatically decide where more health will be healed, as far as body parts. Maybe the game would be devoted to online play, like MAG, so that the development team would have 100% effort to online play. There would be large maps, realistic cover, and maybe even a fully destructible environment (maybe).
I would have the radar system be a kind of mix between HALO and Call of Duty, where all unsilenced gunshots within a certain radius of the player reveal a static colored area on the map, like CoD, but not a specific dot, and fast movement or heavily equipped players within a certain distance would show up as moving dots, that, depending on movement speed and things would be dimmer/brighter and disappear faster/slower. They could even add a mechanic to make a person blur slightly on someone else's screen depending on how close they are to the person and where they are in relation to the person's reticle, and if they are sighting or not, to break up the person's outline to make camouflage more realistic.
Maybe even add a squad mechanic to divide up teams and add an easy to use command type system to add map markers and label them as ambush chokepoints and things, basically help coordinate small pieces of your overall team.
Yes, this is a mouthful, but if you think about it, the only things you'd be conscious of while playing would be the usual: Take cover, go for objectives, and don't get shot. You would just have to be on your toes more and watch out for people lying in ambush and, only if you want, watch your squad markers or place them. Sure, squad markers are probably better to watch than not, but when did teamwork hurt a game's appeal?
Take this, throw in a Battlefront-style system of strategic points and some resupply points scattered here and there, serving whichever team controls that slice of land, plus maybe weapons caches open for anyone to raid (with limited yield), and I honestly think you have something really good, and the only complex things about it, really, would be the programming. Gameplay would be just fine, and most likely much more exciting and intimate. It would be about as close as we can practically get to a fully realistic combat sim, complete with the chaos, multitudes of running soldiers, and very visible bullet impacts all around that would keep us on our toes.
Edit: Wow, that's longer than I thought.