When you first begin training with firearms, you'll notice that despite your best intentions, where you were aiming is NOT the spot that gets hit. Sure 75 degrees is a tad much, and I know you were exaggerating to make a point, but reallly the difference is measured in mere degrees, so ideally you get a hit reticle the size of a quarter on screen ( i.e. Call of Duty, RainbowSix series ). This way you're gauging your diminishing accuracy while doing such things as running, as you can surly attest to the lack of realism of pinpoint accuracy while strafe running full tilt while jumping up and down stairs. Weapon quality, skill increasing and experience slowly reduce the size of your reticle, all the way to the point of being that said marksman, and having a high probability of hitting what you're aiming at.Burnov wrote:No, it is a first person RPG, but the combat is in real time if that is what you are asking.
Ugh.
When using the first person I always believe the emphasis should be on player oriented attributes and a few token stats that will "sensibly" scale up or degrade depending on your ability.
I fucking -hated- deus ex. There's nothing more fucking ridiculous than playing a game in which you typically have a certain degree of control being relegated to pointing a weapon at someone and having the bullet fly 75 degrees out of the barrel because your "marksmanship" skill is ridiculously low. RPG craziness does not translate well to the first person.
Either way this system has been well developed in the industry, used by a lot of shooters and is a very reasonable depiction of player skill translated through to character skill. Just like any TB game where you have a frustratingly poor small arms skill and can't hit shit, I say "jack up your small arms skill if you plan to do lots of shooting". Same goes for a FPS RPG...if you want more Quake like performance, spend your skill points on weapon skills. It translates just fine. I've done my own prototyping of FPS RPG gameplay well beyond the scope of current FPS's and its very satisfying to see the translation of real world skill to character skill, having a virtual marksman at your disposal. Makes each shot more rewarding and well earned. Its all about how well its designed, not merely judged on the concept.
Cheers