Combining COF and recoil in an interesting way?
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Ok, this is a quick idea that I have not thought through much at all and maybe completely redundant or even derpily stupid so im going to keep this quick.
However the idea seems like an interesting way of combining two systems to give us somthing simmilar to PS1 COF while keeping the more realistic visuals and feel of the recoil systems in other games.
Now the idea is this:
The gun will allways fire accurately from the direction the barrel is pointing, none of this bullets coming out at 45 degrees nonsense, however the gun will still have a COF that opperates like in PS1, so the more it fires the less accurate it gets as well as having a certain number of bullets before the cof expands too much.
what the cone of fire does instead of changing the direction of the bullet is control how far the gun can recoil by bucking the sights like in more modern FPSes.
This means that you get the realistic movement and feel of the guns from modern fpses but also the old COF rules that made gun fights a bit more skillful in PS1.
So the larger the COF the more the gun can potentially recoil every shot both virtically and sideways. This will both feel and look good as you will start off with small ammounts of sight recoil while the gun is firing the first few bullets but then will grow more and more uncontrollable as you keep firing. It also gives the player a little more interaction as they can try to control the gun better by attempting to resist the recoil.
This might not be the most realistic implementation of recoil and COF, but I think it would be an interesting way to 'modernise' a old PS1 gameplay mechanic with out loseing its core functionality.
(I understand that modern FPSes use both COF and recoil together already, but they do it the other way around, the COF decides the deviation of the bullet not the deviation of the recoil.)
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