After a no-team deathmatch between Me, Vince, and Warlord; We concluded a few things.
The first one being: I need to get AI back up and running and make the co-op more… co-op! Warlord has already been working on a map which he won’t tell me about…
Anyways! We brought up ‘Recoil-Based weapons’ a looong time again and I don’t think I ever fully explain how that works. Or what it is really.
Modern Warfare 2 Ak 0:40 (Not the best example but works for me!) shows the standard gun firing for Call of Duty. In CoD guns randomly deviate as your firing. Just holding the trigger makes the bullets cover the room and the crosshair very big, while your gun usually stays in the center and re-adjusts after your done firing.
Recoil based weapons kick up after each shot and don’t automatically re-adjust. During the deathmatch we used Ak-47s (Woo!) which were cranked up with recoil. I felt when your using the sight, the recoil is much more noticeable, randomly hip firing was a breeze. It was also noticeably difficult to keep accurate fire on a distant target.
Of course the recoil is based on caliber. Talking stats here, this means that caliber is directly proportional to bullet damage, and thats directly proportional to recoil.
I think this is a good way to balance the weapon stats out. I always felt people pick the weapons with the most power packed into them.
Another thing I noticed is that the health was amazingly low. You can last 2-3 bullets before your dead, which is more than likely much too low. We are aiming for realistic, but surely with advanced sci-fi armor, you would be able to handle more.
Another major thing we found is that Vince is a pretty good shot. He quickly found that spawn locations are pretty flawed. So a spawn system is in order. Guess I’ll work on that.
Working on AI and streaming the maps is more than likely the best route, then begin slowly detailing game-play.
Oh and I added a small exp and leveling up system for the fun of it. You get 10 more health per level, which I thought was neat.