PDA

View Full Version : Problems Not Yet Fixed in Multiplayer FPS's?


Akvod
07-29-2008, 6:48 PM
I loved Battlefield: Bad Company, because of it's elimination of cheap camping, and allowing of creativity (I heard the same thing out of COD4 too). No longer can you only walk through specific entry points and get shot by waiting players, but instead create your own door with some C4. No longer are you limited to just staying inside the safety of your base, but you can go out, punch a hole in the wall, and create a new vantage point.

So destructible environments didn't turn out to be just some cheap gimmick, but in fact, reinvented FPSs and the way you play it (Now you're rewarded for being smart, patient, and willing to experiment).

What's left for FPSs? Nothing's perfect, and we should always keep looking forward.
-----------------------------
Since I started the thread, I'll give an example (although it's not really that good):

Crippling of vehicles

It pisses me off when you play some Demolition class, and it takes 3 direct shots at a tank to blow it up, where the enemy just gets out on the second shot, and shoots you with his weapon (especially when you only have a Shotgun), leaving you with nothing.

I'll like to be able to aim at lets say the wheels, and then completely ruin a tank's mobility. Or maybe it's camera to ruin vision.

For Helicopters I'll like to be able to machine gun at the rudders, which will result in less mobility. Or I can shoot at one engine or something.

I just don't like the concept of doing so much damage to a vehicle, with it killing you or your friends in the process, and then finally the enemy just popping out of the vehicle after wards. At the very least I'll like to be able to damage the enemies inside.

(Maybe they can allow Snipers with armor piercing rounds, to aim at a certain part of a tank and actually hit the driver)

This can also reduce the wasting of vehicles (Drive in, shoot, shoot, shoot, and leave), and increase the demand for Support/Repairmen.
=============================
I don't know what should be fixed/added. I'm just glad they got rid of cheap camping.

Sarge51
07-29-2008, 9:52 PM
Your 'Cripple Vehicles' idea has to be the best damn idea I have ever heard for online FPS games including vehicles. An object shouldn't have just a set amount of health. It should have multiple 'targets' in which if you destroy it, it weakens the base object of a specific stat.

As you said. Shooting the rudder of a Helicopter and causing it to lose mobility. (Though, if you shot the rudder of a Helicopter enough, it would probably make it go down.) Or damaging the engine, to maybe weaken the blades causing it to slow down and not go as high into the air.

In this way, damaging a certain area of a vehicle without destroying it, still has a huge effect on it. Rather than just getting it to the last hit point it has left and then getting blown up. Where the driver then retreats to find another vehicle or hides and repairs.

I've always wanted a REAL action war game. In which you could be sneaky, take down armor, and disable enemy's abilities. Maybe deeper into the next-gen, I suppose?

I don't believe I can think of anything off the top of my head to make Online FPS even better.

Alcoholic
07-29-2008, 9:58 PM
How about for grenades, atually having shrapnel from a grenade as opposed to just a blast radius? That would make frag grenades more like, you know, actual frag grenades.

Location-based body damage, like the vehicle crippling, would be cool. Shoot a guy in the kneecap, and he's down, dragging himself, at best. Maybe if you could shoot someones weapon out of their hand, or take the short route and just shoot their hands.

Akvod
07-29-2008, 10:25 PM
Location-based body damage, like the vehicle crippling, would be cool. Shoot a guy in the kneecap, and he's down, dragging himself, at best. Maybe if you could shoot someones weapon out of their hand, or take the short route and just shoot their hands.

This could also increase the demand for Medics, so that'll be nice.

I also had this idea:

I don't know in what game type this will apply too, but it'll be cool if on your GPS map you have the enemy's spawn area shaded, so that you won't be the victim of a suprise spawn. Also it should be that when you enter the spawn zone, you get a buffer zone around you, baisicly nobody can spawn around you.

However it won't really be big though, so one man can't really dramaticly change the enemy's position.

However when you have another player's buffer zone lap over with your's it grows twice as bigger than it would of been (2X(1+1)=4). So when you eventually have a large squad, or the whole team, invading lets say a base during a destroy the base game, both sides won't have to go through a spawn, get 1 kill, get 1 death.

There'll still be a zone which you can't "conquer", so that no one loses based on a rush of soldiers.

I just want to get rid of someone spawning right behind me, and making it an actual strategy to get a vantage point in the enemy territory (while at the same time eliminating spawn camping, since the enemy will spawn away far enough).
-----------------------
I'm really into cover, and I feel like it ruins the whole point of finding cover, when an enemy can flank you by just spawning.