Gizmo-5
In Cryo Sleep
We have all experienced the problem with BF2 or counterstrike where when stood next to an enemy you both jump around like prunes trying to dodgge eachothers bullets, knifes rarely work as the ranges is a little to short and aiming is hard, also the packet loss causes it to fail a good 50% of the time.
What i am suggesting in an FPS game is the ability to go into a CC combo.
The player, when coming close to another player would switch to "CC mode" where a small red ring (third person more about this later when i have examples) will flash around the attacking players feet, when an attackable enemy is in range of this ring it will go green.
This allows the attacker to initiate the combo, Working in a rock paper scissors kind of way, the attacker has 4 different move slots to choose from, lets say he presses 2332, the defender now has the number 2332 flash up on his screen, he has miliseconds (more on this later) to counter the attack with the appropriate counter key. lets say he has typed the counter 3332
3332 has blocked the cc attack and saved the defenders life, however 3332 is not 100% similair to the attackers move, because he got a number wrong the attacker gets another chance to hit.
If the defender gets all of the attackers numbers correct he complete parrys the attacker and switches the defender to do the hitting turn. If the defender gets 1 wrong (as above) he saves himself but allows the attacker to attack again. if he gets 2 or less wrong the defender dies.
CC weapons can be bought to enhance this mechanic using different properties i.e.
- less reaction time for defender but requires 3 wrong to kill
- Longer range for the attacker to engage in CC (pikes or halberds)
This mechanic would hopefully solve the dreadful close quater bunny hopping problem with fps, as it would be effective, fair, and the moves would look cool (algorithmic annomation for models)
Comments?
What i am suggesting in an FPS game is the ability to go into a CC combo.
The player, when coming close to another player would switch to "CC mode" where a small red ring (third person more about this later when i have examples) will flash around the attacking players feet, when an attackable enemy is in range of this ring it will go green.
This allows the attacker to initiate the combo, Working in a rock paper scissors kind of way, the attacker has 4 different move slots to choose from, lets say he presses 2332, the defender now has the number 2332 flash up on his screen, he has miliseconds (more on this later) to counter the attack with the appropriate counter key. lets say he has typed the counter 3332
3332 has blocked the cc attack and saved the defenders life, however 3332 is not 100% similair to the attackers move, because he got a number wrong the attacker gets another chance to hit.
If the defender gets all of the attackers numbers correct he complete parrys the attacker and switches the defender to do the hitting turn. If the defender gets 1 wrong (as above) he saves himself but allows the attacker to attack again. if he gets 2 or less wrong the defender dies.
CC weapons can be bought to enhance this mechanic using different properties i.e.
- less reaction time for defender but requires 3 wrong to kill
- Longer range for the attacker to engage in CC (pikes or halberds)
This mechanic would hopefully solve the dreadful close quater bunny hopping problem with fps, as it would be effective, fair, and the moves would look cool (algorithmic annomation for models)
Comments?