It's obvious that you put a lot of thought into this, but it feels like a lot of different ideas from other games melded together. It just seems like Gears of War with a bigger emphasis on mobility. A few specific complains:
1) On the controller, what's skidding? If you have to use it a lot, mapping it to the d-pad is a bad idea. Moving from the stick to the pad can be cumbersome (at least to me). People would be hitting the wrong button too much. This is a big reason why a lot of control schemes downplay the d-pad, or just use it as an alternate to the left analog.
2) The reason nobody uses hiding behind cover as a way to regenerate health is because it discourages actual forward movement. This is important to consider in case of a multiplayer component. If you want to encourage hiding behind walls more, tie it to something less vital, like reload times. That also has a real world equivalent. It's obviously easier to load a gun while hiding, compared to reloading while running.
1) On the controller, what's skidding? If you have to use it a lot, mapping it to the d-pad is a bad idea. Moving from the stick to the pad can be cumbersome (at least to me). People would be hitting the wrong button too much. This is a big reason why a lot of control schemes downplay the d-pad, or just use it as an alternate to the left analog.
2) The reason nobody uses hiding behind cover as a way to regenerate health is because it discourages actual forward movement. This is important to consider in case of a multiplayer component. If you want to encourage hiding behind walls more, tie it to something less vital, like reload times. That also has a real world equivalent. It's obviously easier to load a gun while hiding, compared to reloading while running.
@RonBurgandy:
Yeah, it's fan made. But hope you liked it.
@Something German:
Thanks a lot. As stated, sry I couldn't reveal the entire story (I swear it's 7 pages long)
@GamerCumudgeon:
Yes, I have. Spent nearly a week polishing this baby.
The reason I used other games to sometimes illustrate a point is because there's no way I can show you the picture in my mind.
Other games also use the cover system. The difference it makes is in the implementation.
1.) Skidding is sliding on the ground. Consider it something like this: In Max Payne games you skid forward, backwards and sideways in slow motion. This is the same except there is no slow-mo. All this happens in real time. Like perhaps the barrel roll in Gears.
I'm sorry about the control scheme but I'll try to map it better. I love the idea for the left analog!
2.) The reason I've used regenerating behind cover is for two reasons:
a. It is for realism purpose. Most of the features are. Except vitality, that is purely for gaming purposes.
b. It is to slow things down (just a little). I mean with the blind fire accuracy, guys might be tempted to just run around firing like crazies. A 45% accuracy guarantees at least some hits while being able to completely avoid any damage from iron sights. If they could regenerate spontaneously, (doubt it seems realistic) then players would simply dance around regenerating when hit at the same time firing around without care.
This feature compels them to use the run and gun wisely and at times where there is a tactical advantage in doing so. (Like the given example)
Lastly I'd like to leave you with this: Gears used a cover system, so did kill.switch, but the reason we see both differently is because the application. That is what it all comes down to.
Yeah, it's fan made. But hope you liked it.
@Something German:
Thanks a lot. As stated, sry I couldn't reveal the entire story (I swear it's 7 pages long)
@GamerCumudgeon:
Yes, I have. Spent nearly a week polishing this baby.
The reason I used other games to sometimes illustrate a point is because there's no way I can show you the picture in my mind.
Other games also use the cover system. The difference it makes is in the implementation.
1.) Skidding is sliding on the ground. Consider it something like this: In Max Payne games you skid forward, backwards and sideways in slow motion. This is the same except there is no slow-mo. All this happens in real time. Like perhaps the barrel roll in Gears.
I'm sorry about the control scheme but I'll try to map it better. I love the idea for the left analog!
2.) The reason I've used regenerating behind cover is for two reasons:
a. It is for realism purpose. Most of the features are. Except vitality, that is purely for gaming purposes.
b. It is to slow things down (just a little). I mean with the blind fire accuracy, guys might be tempted to just run around firing like crazies. A 45% accuracy guarantees at least some hits while being able to completely avoid any damage from iron sights. If they could regenerate spontaneously, (doubt it seems realistic) then players would simply dance around regenerating when hit at the same time firing around without care.
This feature compels them to use the run and gun wisely and at times where there is a tactical advantage in doing so. (Like the given example)
Lastly I'd like to leave you with this: Gears used a cover system, so did kill.switch, but the reason we see both differently is because the application. That is what it all comes down to.
you know a short description sentence would help at the beginning to get people hooked:
"imagine a world of fast paced action, where you challenge not only the deadliest terrorists in the world but also your inner demons in an urban modern tale of intrique, betrayel and crime"
there was a reason I didn't stop watching up in the air after 20 seconds:
it's because the first moments are so awesome that I want to continue watching no matter what
but the concept with dynamic cover and adaptive cover movements sure is great.
"imagine a world of fast paced action, where you challenge not only the deadliest terrorists in the world but also your inner demons in an urban modern tale of intrique, betrayel and crime"
there was a reason I didn't stop watching up in the air after 20 seconds:
it's because the first moments are so awesome that I want to continue watching no matter what
but the concept with dynamic cover and adaptive cover movements sure is great.
"When in cover, the player will be able to see the character’s face and the scene behind him"
This part doesn't make sense... you have to see in front of you - what you're firing at, not what's behind you.
"The game features a dynamic cover system that adapts to the user."
I think you underrate the difficulties in programming a good cover system - devs have been trying for years. If the cover system is adaptive... it often decides to adapt when you don't want it and you run up for a charge at a target and suddenly find yourself crouched behind a barrel. The fluidity of moving over/under objects in a path sounds like an upcoming game (can't remember the name of it) but you may want to see how that works out for them.
"When not firing from the hip, the player will automatically lock onto to the closest enemy. However, this lock-on has a terrible accuracy of 45% for semi automatic and 40% for full automatic weapons.Thus this ability can be easily used in conjunction with the run-and-gun mechanic."
Regarding lock on for run and gun... some of us are good at moving and maintaining target... I think an artificial decrease in accuracy would be detrimental to those who have the skill to run and gun.
Your concepts seem great, but I think that devs are on pace with your ideas and a lot of these are starting to appear in current or upcoming games.
I think that maybe you have to think further outside of the box to stay ahead of the devs (oh and for your protagonist... why not go with a female rather than the rather standard of "guy that retired from the Agency called back to work"... why not the daughter of said character, raised by her dad as he floated from place to place where she acquired some "unique" skills of use in the game... pickpocketing, weapons knowledge, etc. )
This part doesn't make sense... you have to see in front of you - what you're firing at, not what's behind you.
"The game features a dynamic cover system that adapts to the user."
I think you underrate the difficulties in programming a good cover system - devs have been trying for years. If the cover system is adaptive... it often decides to adapt when you don't want it and you run up for a charge at a target and suddenly find yourself crouched behind a barrel. The fluidity of moving over/under objects in a path sounds like an upcoming game (can't remember the name of it) but you may want to see how that works out for them.
"When not firing from the hip, the player will automatically lock onto to the closest enemy. However, this lock-on has a terrible accuracy of 45% for semi automatic and 40% for full automatic weapons.Thus this ability can be easily used in conjunction with the run-and-gun mechanic."
Regarding lock on for run and gun... some of us are good at moving and maintaining target... I think an artificial decrease in accuracy would be detrimental to those who have the skill to run and gun.
Your concepts seem great, but I think that devs are on pace with your ideas and a lot of these are starting to appear in current or upcoming games.
I think that maybe you have to think further outside of the box to stay ahead of the devs (oh and for your protagonist... why not go with a female rather than the rather standard of "guy that retired from the Agency called back to work"... why not the daughter of said character, raised by her dad as he floated from place to place where she acquired some "unique" skills of use in the game... pickpocketing, weapons knowledge, etc. )

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