I was talking with BTH today about the super-soldiers in INF. The ones that are kinda weak in the endurance and stamina levels, but must have spent their entire lives in shooting ranges. Basically, we were commenting how INF has the basis for a great shoot-out type of game, but the thing holding it back is how every gun is perfectly accurate. Well, I know RealAim has helped this by adding in artificial "human error" (AKA twitching you can't entirely cease) into the spectrum but there have been a lot of complains about how big of a pansy the INF soldier becomes with that much nervous energy. So, I want to throw this idea out for comments/changes before I write up a real proposal to the IMT.
What if, rather than having so much twitching, we keep the aim as it is, but also add a gun-respective cone effect to each gun as it should have in real life. For those of you who don't know what I'm talking about, if you study ballistics, guns don't have a perfectly straight path when they fly (in relation to the barrel, that is.) They kind of go through this cone of effect before they hit (or miss) their target. The better the rifling on the gun, the smaller cone the gun has and the more accurate it is at certain distances. For example, pistols (save the Mk23) are generally not that precise at 100m+ distances while high powered rifles have effective ranges up to a mile or so. I think the concept of firefights would add a very interesting aspect to gameplay if it could be implimented in a way the classic INFer could still appreciate.
Edit: I hunted down a diagram of the "wobble" of a flying bullet.
Edit 2: I think I should clarify for those of you who are confused. Guns don't really "cone" in real life, but it's the best way we could really program it into UT for simulated ballistics. If we wanted to get REALLY technical we could even include the fact that a bullet falls (*gasp!*) over time. Y'know, gravity. But for now, I think a cone effect would be pretty cool, as long as we did it tastefully and realistically.
Edit 3: Not all bullets fly exactly like that diagram. It seemed like a "duh" to me but I already got a comment about it. That diagram is just an EXAMPLE I found off a ballistic forensics site.
What if, rather than having so much twitching, we keep the aim as it is, but also add a gun-respective cone effect to each gun as it should have in real life. For those of you who don't know what I'm talking about, if you study ballistics, guns don't have a perfectly straight path when they fly (in relation to the barrel, that is.) They kind of go through this cone of effect before they hit (or miss) their target. The better the rifling on the gun, the smaller cone the gun has and the more accurate it is at certain distances. For example, pistols (save the Mk23) are generally not that precise at 100m+ distances while high powered rifles have effective ranges up to a mile or so. I think the concept of firefights would add a very interesting aspect to gameplay if it could be implimented in a way the classic INFer could still appreciate.
Edit: I hunted down a diagram of the "wobble" of a flying bullet.
Edit 2: I think I should clarify for those of you who are confused. Guns don't really "cone" in real life, but it's the best way we could really program it into UT for simulated ballistics. If we wanted to get REALLY technical we could even include the fact that a bullet falls (*gasp!*) over time. Y'know, gravity. But for now, I think a cone effect would be pretty cool, as long as we did it tastefully and realistically.
Edit 3: Not all bullets fly exactly like that diagram. It seemed like a "duh" to me but I already got a comment about it. That diagram is just an EXAMPLE I found off a ballistic forensics site.
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