At the risk of what I write below, perhaps having been discussed previously. I did read through the thread but maybe I missed something:
It was pointed out earlier, by one or more forum users, that the FPS like gamplay would be a kind of opposite to RPG like gameplay, becuase of how you as a player would hit where your gun is looking at. I think there might be a happy in between solution.
Now, they way I started thinking after having seen the gameplay demo, was that the game might/could have a hybrid of sorts, of FPS like aiming gameplay where it is expected that a bullet accurately is hitting where the gun is pointing at, and, an RPG like hit system, where the roll of a dice invokes randomness.
An 'extreme' stat based hit system I think would be 'World of Tanks' using some kind of random number generator (or, bad net code, bad network conditions, not entirely sure, or maybe the entire game just recycles some pre-made hit table result that is shared between all players to reduce server computation), where you could be aiming at a tank, and not hitting it, not being very intuitive when missing a shot that way.
A mix I imagine, could be mixing an FPS like aiming system, with some chance of fumble if you will. The FPS like aiming would serve to allow a player to try select where the shots *might hit* as a preference, while the RPG like stat system and the game of chance with an invisible dice would try resolve a hit within some set of expectations. Aiming around the head, could invoke a hit, or a miss. Aiming around the torso, could invoke a hit or a miss. Aiming around the legs could invoke a hit or a miss. Then. Aiming at the head, could invoke a hit, or a miss, etc.
In order for such a hybrid system to seem satisfactory, and not seem like something out of World of Tanks with wacky random misses, there ought to be a graceful adjustment, such that, careful aiming might lead to a more FPS like hit detection, while quick or unsteady shots, might lead to a more RPG like hit resolve.
As for how to calculate spraying SMG gunfire against a target at point blank range, I guess a mix of statistical hits and RPG like adjustment and randomness might work, to avoid a 100% random result with all virtual low dice rolls, but also to avoid a 100% statistical outcome that might create an artificial feeling of guaranteed hits, as if being a repeating effect that you could game the game with. Perhaps, when firing an SMG at close range, one might find it acceptable that the bullet spread pattern, isn't perfect. OR maybe, instead of calculating statistics for all bullets fired, there could be some mechanic to calculate bullet spread (evaluating all or most bullets monolithically as if rolling once for a group of bullets fired), and then evaluate if perhaps all bullets are likely to hit with an FPS like resolve (when aiming good, and at close range).
It was pointed out earlier, by one or more forum users, that the FPS like gamplay would be a kind of opposite to RPG like gameplay, becuase of how you as a player would hit where your gun is looking at. I think there might be a happy in between solution.
Now, they way I started thinking after having seen the gameplay demo, was that the game might/could have a hybrid of sorts, of FPS like aiming gameplay where it is expected that a bullet accurately is hitting where the gun is pointing at, and, an RPG like hit system, where the roll of a dice invokes randomness.
An 'extreme' stat based hit system I think would be 'World of Tanks' using some kind of random number generator (or, bad net code, bad network conditions, not entirely sure, or maybe the entire game just recycles some pre-made hit table result that is shared between all players to reduce server computation), where you could be aiming at a tank, and not hitting it, not being very intuitive when missing a shot that way.
A mix I imagine, could be mixing an FPS like aiming system, with some chance of fumble if you will. The FPS like aiming would serve to allow a player to try select where the shots *might hit* as a preference, while the RPG like stat system and the game of chance with an invisible dice would try resolve a hit within some set of expectations. Aiming around the head, could invoke a hit, or a miss. Aiming around the torso, could invoke a hit or a miss. Aiming around the legs could invoke a hit or a miss. Then. Aiming at the head, could invoke a hit, or a miss, etc.
In order for such a hybrid system to seem satisfactory, and not seem like something out of World of Tanks with wacky random misses, there ought to be a graceful adjustment, such that, careful aiming might lead to a more FPS like hit detection, while quick or unsteady shots, might lead to a more RPG like hit resolve.
As for how to calculate spraying SMG gunfire against a target at point blank range, I guess a mix of statistical hits and RPG like adjustment and randomness might work, to avoid a 100% random result with all virtual low dice rolls, but also to avoid a 100% statistical outcome that might create an artificial feeling of guaranteed hits, as if being a repeating effect that you could game the game with. Perhaps, when firing an SMG at close range, one might find it acceptable that the bullet spread pattern, isn't perfect. OR maybe, instead of calculating statistics for all bullets fired, there could be some mechanic to calculate bullet spread (evaluating all or most bullets monolithically as if rolling once for a group of bullets fired), and then evaluate if perhaps all bullets are likely to hit with an FPS like resolve (when aiming good, and at close range).
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