One thing I had greatly appreciated in Infiltration was the elimination of crosshairs. I personally do not want to see any sort of HUD aiming reticules, and in fact would like any sort of device, crosshairs included, to be replaced with iron sights (yeah yeah, I know the latter is a tired one).
I would rather see bullet spread proportional to movement. Not as extreme as some other implementations; just enough to make a diff. I know that unrealistic bullet spread is a little redundant when coupled with human arror in mouse aiming, and that none of the weapons themselves are so inaccurate. The biggest hit to realism in these games is the movement though, and this has to be restricted. And running sideways back and forth and up and down is going to shake that heavy gun around a lot; even these alter egos dont have arms of steel.
Some other ideas I would do to make movement more realistic:
A delay when changing direction, variable on movement speed. If there is one it is too short. If you tried to strafe-dodge in real life like we do, you would find you wouldnt move more than an inch, and you would look really dumb.
Moving backwards would be much slower than forwards, sidestepping in between. I would think you should feel that you are checking for any obstructions you cant see (you shouldnt KNOW you are walking on a true plane).
Movement speed should be slightly irregular. I don't know if movement speed is a constant value or can be expressed as a formula, in which case a simple sin function would add a lot to the feel of the game (flatten as movement speed increases?).
And take out that damn hopping! It looks funny as hell but its so annoying and takes all the damn suspense out! It really doesnt shake any decent sniper anyway, and with realistic damage a liver shot would knock you down as hard as a head shot.
And sorry for the long rambling post, but just one more thought: Another hand up for some attempt to make a difference with weapon size/length. I think a larger weapon SHOULD have a slightly muddier feel to it, too bad more complex clipping cant be implemented so the long weapon has to be raised as you swivel in a narrow corridor. Perhaps in addition to slowing aiming movement and/or adding weapon inertia, they would be less affected by the spread effect? Logically the small movement of the holding points would affect the aiming less than on a foot long SMG, but the latter would be better wielded in a small house.s
I would rather see bullet spread proportional to movement. Not as extreme as some other implementations; just enough to make a diff. I know that unrealistic bullet spread is a little redundant when coupled with human arror in mouse aiming, and that none of the weapons themselves are so inaccurate. The biggest hit to realism in these games is the movement though, and this has to be restricted. And running sideways back and forth and up and down is going to shake that heavy gun around a lot; even these alter egos dont have arms of steel.
Some other ideas I would do to make movement more realistic:
A delay when changing direction, variable on movement speed. If there is one it is too short. If you tried to strafe-dodge in real life like we do, you would find you wouldnt move more than an inch, and you would look really dumb.
Moving backwards would be much slower than forwards, sidestepping in between. I would think you should feel that you are checking for any obstructions you cant see (you shouldnt KNOW you are walking on a true plane).
Movement speed should be slightly irregular. I don't know if movement speed is a constant value or can be expressed as a formula, in which case a simple sin function would add a lot to the feel of the game (flatten as movement speed increases?).
And take out that damn hopping! It looks funny as hell but its so annoying and takes all the damn suspense out! It really doesnt shake any decent sniper anyway, and with realistic damage a liver shot would knock you down as hard as a head shot.
And sorry for the long rambling post, but just one more thought: Another hand up for some attempt to make a difference with weapon size/length. I think a larger weapon SHOULD have a slightly muddier feel to it, too bad more complex clipping cant be implemented so the long weapon has to be raised as you swivel in a narrow corridor. Perhaps in addition to slowing aiming movement and/or adding weapon inertia, they would be less affected by the spread effect? Logically the small movement of the holding points would affect the aiming less than on a foot long SMG, but the latter would be better wielded in a small house.s