So hear me out on this one: the current combat system is functional but doesn't explore what combat could be. Click on your weapon, game picks a point, if it's on the other person deal damage, if it's not don't and that's it. Doesn't matter if you're using a pen knife or a rheinmetall.
I want to change that, and I have some suggestions on possible improvements:
-Shotguns basically fire slugs currently, add a buckshot option that fires a number of pellets in an AoE that each do a fraction of the weapon's damage, adding up to the total. This would allow some pellets to crit, some to do normal or decreased damage, and some to miss all in one shot the same way you would expect when firing a shotgun. The size of the cone is determined by accuracy, higher accuracy leads to tighter spread.
-If a gun fires multiple shots its damage should be applied on each bullet! This does of course mean heavy damage nerfs would be in order to compensate, and this suggestion would require sweeping rebalancing across the board for that reason. It would however make more sense that getting shot twice hurts more than getting shot once, and make higher rates of fire better rather than worse. Also guns that fire multiple rounds at once should have some sort of spray pattern to represent recoil, potentially allowing for some shots to hit and others to miss within the same burst.
-Rounds fired from RPGs need to explode!! Assign damage based on how close you are to the explosion probably?
-Add new dart types to mission rewards since blowguns are so popular now: tranquilizer darts, (after 3 rounds opponent falls asleep and skips next 2 rounds) paralysis dart (dart releases neurotoxin, decrease opponent speed by 2% additively per round) etc. These darts would override the poison effect.
The goal here is to give the various weapon types their own unique feel so that it's not just a pure numbers game, ranked weapons have of course added some much-needed variety to loadouts but the underlying system could undoubtedly use a facelift. Let me know what you guys think of the various changes here and toss out your own, if I like em I'll add them up here with credit!
I want to change that, and I have some suggestions on possible improvements:
-Shotguns basically fire slugs currently, add a buckshot option that fires a number of pellets in an AoE that each do a fraction of the weapon's damage, adding up to the total. This would allow some pellets to crit, some to do normal or decreased damage, and some to miss all in one shot the same way you would expect when firing a shotgun. The size of the cone is determined by accuracy, higher accuracy leads to tighter spread.
-If a gun fires multiple shots its damage should be applied on each bullet! This does of course mean heavy damage nerfs would be in order to compensate, and this suggestion would require sweeping rebalancing across the board for that reason. It would however make more sense that getting shot twice hurts more than getting shot once, and make higher rates of fire better rather than worse. Also guns that fire multiple rounds at once should have some sort of spray pattern to represent recoil, potentially allowing for some shots to hit and others to miss within the same burst.
-Rounds fired from RPGs need to explode!! Assign damage based on how close you are to the explosion probably?
-Add new dart types to mission rewards since blowguns are so popular now: tranquilizer darts, (after 3 rounds opponent falls asleep and skips next 2 rounds) paralysis dart (dart releases neurotoxin, decrease opponent speed by 2% additively per round) etc. These darts would override the poison effect.
The goal here is to give the various weapon types their own unique feel so that it's not just a pure numbers game, ranked weapons have of course added some much-needed variety to loadouts but the underlying system could undoubtedly use a facelift. Let me know what you guys think of the various changes here and toss out your own, if I like em I'll add them up here with credit!