Thoughts to improve the ricochet targeting system:
Idea = Randomization of the ricochet mechanic (in order to increase immersion).
Reasoning behind idea = Conceptually, such technology would exist due to a computer (eye mod) making a determination/calculation on where the bullets will move based on where they are striking, what they are striking, and what velocity. However, the eye mod would probably not be able to accurately determine (in real-time) the surface material that the bullets are striking, the jitters/movements of the shooter as they yank the trigger, and the variations of weather dynamics that could be affecting the bullet's trajectory. Thus, I would recommend having either, a ricochet window of where the bullets might strike, having the accuracy be completely off (i.e. perhaps 1 in 5 bullets actually strike the player), or having the accuracy be variable so that sometimes the bullets are spot on (because a perfect calculation by the eye mod was made) and sometimes (despite that it's saying that you will hit) the bullets are completely (or mostly) missing. I believe that doing so would provide a more dynamic and realistic feel to the shooting mechanic instead of a mechanic that allows a sure ricochet hit (which can become boring after a short while).
Note: It could even be taking to a further step where the quality of the eye mod affects the quality of the calculations (accuracy).
Idea = Randomization of the ricochet mechanic (in order to increase immersion).
Reasoning behind idea = Conceptually, such technology would exist due to a computer (eye mod) making a determination/calculation on where the bullets will move based on where they are striking, what they are striking, and what velocity. However, the eye mod would probably not be able to accurately determine (in real-time) the surface material that the bullets are striking, the jitters/movements of the shooter as they yank the trigger, and the variations of weather dynamics that could be affecting the bullet's trajectory. Thus, I would recommend having either, a ricochet window of where the bullets might strike, having the accuracy be completely off (i.e. perhaps 1 in 5 bullets actually strike the player), or having the accuracy be variable so that sometimes the bullets are spot on (because a perfect calculation by the eye mod was made) and sometimes (despite that it's saying that you will hit) the bullets are completely (or mostly) missing. I believe that doing so would provide a more dynamic and realistic feel to the shooting mechanic instead of a mechanic that allows a sure ricochet hit (which can become boring after a short while).
Note: It could even be taking to a further step where the quality of the eye mod affects the quality of the calculations (accuracy).
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