I spent all of 10 seconds thinking about extra gamemodes in KF2.
How would people feel about a "Realism" mode? Not trying to make the game a sim, but introducing some kind of pseudo-realism like we see in tactical shooters from Rainbow Six to Insurgency to Red Orchestra.
Think of it as a kind of sub-mode that you can put on top of your gamemode selection. For example, Red Orchestra 2 has gamemodes like territory, campaign, countdown, and firefight, with the extra selection of action/realism/classic.
I thought that a realism mode could introduce some interesting features, such as:
Plenty of other things could be done, regarding weapon drops, money, trader, zeds, and the player abilities themselves. Consider it a modified, rearranged version of the game that could create unusual scenarios for a different flavour of fun.
It could be a disaster, or it could be pretty fun as a mutator or whatever, even if a little niche.
What do you guys think? Dissect it and tear it apart if you must, it'd be nice to hear what small adjustments you'd make to the game without changing the objectives to create an almost entirely new experience.
How would people feel about a "Realism" mode? Not trying to make the game a sim, but introducing some kind of pseudo-realism like we see in tactical shooters from Rainbow Six to Insurgency to Red Orchestra.
Think of it as a kind of sub-mode that you can put on top of your gamemode selection. For example, Red Orchestra 2 has gamemodes like territory, campaign, countdown, and firefight, with the extra selection of action/realism/classic.
I thought that a realism mode could introduce some interesting features, such as:
- The removal of ammo counters (except for magazine count) and having to "check" weapons for a rough estimate on remaining ammo.
- Magazines and their remaining ammo being saved. Instead of reloading a 30rd-max magazine by pulling more ammo out of a 300rd pool, the player removes a half-full magazine and replaces it with a full magazine, with the half-mag being moved to a bottom of a stack and end up being used again once all other magazines are used up/switched through.
- RO2-style aiming/hipfiring. KF2 seems to have the gun positioned firmly pointed at the center of the player's viewpoint and despite the game's clever way of handling recoil, what if the weapon had a space that it could wave around in, making hipfiring a little more difficult, yet "real"?
- Changes to zed/player abilities - Zeds and players alike could both be rendered more fragile than usual, not unlike what "realistic" games do a lot of already.
Plenty of other things could be done, regarding weapon drops, money, trader, zeds, and the player abilities themselves. Consider it a modified, rearranged version of the game that could create unusual scenarios for a different flavour of fun.
It could be a disaster, or it could be pretty fun as a mutator or whatever, even if a little niche.
What do you guys think? Dissect it and tear it apart if you must, it'd be nice to hear what small adjustments you'd make to the game without changing the objectives to create an almost entirely new experience.
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