So, this is a little fun game I picked up awhile ago, pretty much you fill in criteria based on what you think would make your "Perfect Shooter." You can go into as much or as little detail as possible, and you can ask people questions about their ideas and compare/contrast.
Just one rule: Be respectful of other peoples ideas. Don't bluntly just say "Your ideas stupid, I hate it. This is better..." or anything like that. This is to see what goes through the minds of others in terms of what they think would be the perfect game, not to make everyone conform to your ideas. Here's the criteria:
Viewpoint:
First-person
Third-person
Setting:
Futuristic/Space Marines
Modern/Tactical
Past/Historical
Arsenal:
Weapons placed around the map
Weapon load-out determined before spawn
Movement:
All on foot
Vehicles
Brink’s parkour-style navigation
Spawning:
Spawn on a squad leader
Spawn points
Lives:
Infinite respawns
Set number of team spawns
One life to live
Combat:
Shields/extended firefights
Realism: one shot, one kill
Maps:
Wide open and sprawling
Small with insane firefights
Bonuses:
Perks and attributes
Bonuses placed on the map (including power weapons)
Multiplayer:
Objective-based
Slayer
Match Size:
4-8
9-16
17+
Classes/Roles:
Class-based characters with specific loadouts/roles (Battlefield)
Classes that don’t matter all that much but offer a bit of variety (Halo: Reach)
No classes (Counter-Strike)
Experience:
Earn new weapons/abilities
No experience – everything accessible up front
Skill:
Level playing field
Large separation between mediocre and good
Large separation between elite and good
Separation between skill levels but help for the little guy
Mutliplayer Type:
Matchmaking
Dedicated Servers
Post Merge: July 29, 2011, 07:31:16 PM
Here's an example, by using my own:
Viewpoint:
Third/First person view. This would implement a sort of SW:Battlefront feel. You can change from third to first at any point, without it truly impeding any of the game play. Being in first person would lower your FoV, but you would gain iron-sights and more HUD features. Third person would increase your FoV, but you would have over-the-shoulder view for aiming, and some minor HUD features would be lost.
Setting:
Modern/Tactical. The game would actually require you to have some sort of skill, not just running and gunning, or standing in the middle of a field with a machine gun killing people without dying.
Arsenal:
Mixture of pre-game load out and weapons placed around the map. You would be able to custom-class you’re your weapon classes, and also find various weapons spread across the map, depending on the map itself.
Movement:
All on foot, but vehicles are unlockable.
You don’t always need a vehicle to get around, but for instances where say, you need a quick insertion, a scouting mission, distraction, or to pick up a fallen comrade, you need a quick way to get around.
Spawning:
Spawn points/zones.
Lives:
Infinite lives.
Combat:
Upgradeable armor. The armor setup would be very similar to that of Halo:Reach, where you get to choose/upgrade your own armor appearance. However, the armor you pick also determines your defense, HUD, and equipment, as well as stamina, shooting ability, and various other things. If you were to say, choose no helmet, then your HUD would show an estimate of certain aspects, such as your compass location, amount of ammo, etc. If you had something to increase attributes about your helmet, it would affect your HUD. And if you have extra/bigger patches, then you can hold more/less.
Maps:
Wide, big maps. There would be a mixture with most maps of large areas, and short tight areas.
Bonuses:
Perks/Attributes. Perks and attributes would be based off of what the player does, rather then just unlocking them as you level up or buy them. This way, you get the perks that you are most likely to use, based on how you perform and what you do.
For example, if you reload a lot, eventually you would become a master of reloading, and reload faster. Or, if you’re always running/sprinting, then you would get perks that would allow you to move faster our sprint longer.
Multiplayer:
Objective-slayer based. The game type would have certain objective that you could do, however it is by choice if you want to do the objectives or not. They would greatly improve your teams over-all performance, however you can choose just to kill the enemy and ignore the objectives. Some objectives solely just help you in getting new positions, weapons, etc.
Match Size:
Map-dependent. Maps will have certain player-maximums, based on the map itself. This doesn’t mean, however, that size is the factor. If it’s a large map, but it’s in the dark, to add an increased suspense, it might have only four to eight players, so that you have more chances to keep to sneaking and trap-making
.
Classes/Roles:
Class-based. Class system would be very similar to Black Ops, however there is one main default class that would be used for situations when classes can’t be picked.
Experience:
Experience based on use. Very similar to the perks system, you gain certain weapons based on use. You do unlock weapons through leveling up, but to get the more advance weapons for certain weapon types, you must use that weapons type.
Skill:
Level playing field based on filtering. Before you can even start the game, you create a First-Time Biography. This biography would cover your playing style, preferences, experience, etc. You can then choose to filter what players you can or can’t play with. After around a month of playing, you would be prompted to do an optional Follow-up Biography, which you can update based on your playing experience of the game.
Mutliplayer Type:
Mix of Matchmaking and Dedicated Servers.
The default would be Dedicated Servers, however you can hop into an automated matchmaking service, based off of the more recent Call of Duty’s.