Posted 10 February 2012 - 11:02 AM
I am not deluded. I have ideas, but I know that often times they are not very good. After I mistook "weapon attachment system" to mean Call of Duty style weapon mods, I made a comment and was prodded by Andy to share this idea with you guys.
"However, there is 2 common mistakes related to weapon attachments that most games make.
1, keep your cosmetic/preference stuff separate from the functional stuff. In CoD for example, Red Dot is a preference thing, but if you are willing to get used to (or even prefer) iron sights, that leaves a slot for rapid fire, grenade launcher or some other stuff that has an effect that gives a player an edge.
2, make it obvious what each thing does. Sounds simple, but again, alot of games don't tell you why you should or shouldn't use a silencer or how much extra damage something does. You get the idea."
To clarify point 2, games will often say something about a weapon or attachment that is so vauge it's hard to make an informed choice. The player, imo, shouldn't have to visit a wiki, or use something without any idea if it's even working or not. There was one game where the weapons had a 'range' stat, but the weapons were mostly hitscan weapons. I never did work out why 70% range was worse than 95% range. They could still hit guys across the map from what I could tell.
Posted 10 February 2012 - 03:31 PM
Posted 10 February 2012 - 06:50 PM
On another note, what kind of mods are we talking about here? Pre-1970s (because IA! is a 60s Spy Film Parody) or attachments/mods from any era? Bayonet anyone?
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