If you designed an FPS, what would it be like?

SFMB

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May 13, 2009
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I's make a game just like MW3, but call it Modern Warfare 4. Bring in the millions! I myself would not play it, but at least I could enjoy the hard earned cash of idiots.
 

Vigormortis

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Nov 21, 2007
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My dream FPS would be one that had the following:

* simple control mechanics (no iron sights, no cover systems, nothing but jump, duck, shoot, and interact. any deeper mechanics would be borne out of the map design or world interaction.)
* intricately detailed game worlds
* well written, well paced narrative
* decent dialog
* good voice acting
* excellent sound design
* adaptive and stand alone soundtrack
* two multi-player components:
--- a co-op mode that offered a campaign like the single-player and another campaign akin to classic Doom/Doom 2 design (ridiculous level design, hidden secrets, monster closets, etc)
--- a pure multi-player mode with solo and team play options like:
------+ pure solo matches akin to Quake
------+ team matches like CTF or round based like Counter-Strike

So in effect? Half-Life/Portal 2 single-player and Sven Co-op/Portal 2/Quake/Doom/Counter-Strike multi-player.

Probably a bit too much to ask for, but damned if I wouldn't love the hell out of a game that offered all of that.
 
Jan 29, 2009
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DIE HARD. IN SPAAAACE.

Starts with a rude awakening from cryosleep due to electrical malfunction, as you try and figure out what exactly happened, you hear voices from the hallway. There are Pirates/Terrorists/Mercenaries. They are looking for something. You grab the nearest metal pipe and start smashing their faces off.
The game is not heavily gun-based, as stealth is a large portion of your survival (you are a young woman, akin to Alex or Chell, not some muscle-clad refrigerator with a head). Guns are less useful, they are harder to aim, have less ammunition available, risk hitting equipment on the spacecraft (or depressurization), and are LOUD (a shot fired inside of a giant metal can will alert EVERYONE to that shot, so plan on hiding a lot if you really have to shoot someone. There would be a silenced weapon, but the extent of its silencing only hides the shots past the first door, and it's subsonic ammunition cannot penetrate body armor, which is fairly abundant among the mercs).
A good percent of the game would take place in zero g, allowing some more fun mechanics. There are three main controls: gripping, kicking, and using your item. You grip onto walls and handles; kick to thrust yourself around; and hit people with heavy pipes, sending a lovely splash of blood and teeth flying towards the far wall.
There would be as little HUD as possible, using an inventory of simply looking down at all your lovely pockets. A glance will tell you what you have, and your hands equip what you want. This includes more than just weapons; as to replace the HUD are manual items, such as a folded up ship-map, pen and paper, pocketwatch, medical monitor, etc. The idea here is to create a more visceral game experience, one with weight and impact, not some magical heads-up-display that says what you need all the time.
The game is to be brutal and up-front. Pull no punches, but not be excessive. It is what it is, not some twisted exaggeration. There is no hand-holding; at most a gentle kick in the pants at the start, just to get you going. The story is as YOU find it. You can just kill the baddies and fix the cryosleep for a quick shot of end credits, or you can find what they're looking for, delve into your past and the purpose of this voyage, what lies have been told and people ripped off. What you try and do, you will do. You could, if wanted, throw a wrench into the main reactor and blow the whole thing to pieces, if that ends your story for you.
 

Rheinmetall

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May 13, 2011
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Like BioShock, or Cryostasis. In any case I would design an FPS without aliens for a change and with a cool atmosphere.
 

Orbot_Vectorman

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May 11, 2009
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It would be a heart wrenching tale of a man trying to fight for liberty, starting off with a bang as the main character is attacked by the bad guys men, for some random "Crime". As the game gets going, you can choose where to take the fight, and with every victory you gain more allies, and with every loss you gain knolage. Half way through you'll fight your way to the main building where the dictator lives, the fights getting more difficult as you make your way though. At the end, you and your fellow freedom fighters stand victorious, looking over the remains of the oppresive govenment, dreaming of a new day.

The game its self will reward the player with one of three possable endings, and it'll grade you on how you win the missions, be it won by stelthy gurrila tactics, or up right storming the gates. The game will also allow you to move in game objects to get arround obsticles, and all environments will be destructable.
 

Final First

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Feb 13, 2012
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I'd make a game similar to Red Orchestra: Ostfront. I would want it to be very realistic, with death very real when hit even from one or two bullets in vital areas. Perhaps it would also be set during WWII. It would also be multiplayer focused.

Many realistic armoured vehicles of the time would be in the game. These vehicles would also require several players to crew it and be realistic in that only some guns and other weapons can damage or take them out. Perhaps I would also work on a physics engine that allowed players to throw grenades into the tank hatches to kill the crew from the inside. I would also add aircraft and usable artillery on huge maps that players could use so long as they spawned as the proper class.

Some classes would also have limits. For example only a limited amount of tank-men artillery-men could be spawned at a single time. The same would apply to the officer classes that would be given special tools to help command the other players.

The HUD would also be minimal.

As I said before there would be a very realistic physics engine that would allow one to interact with the environment in a variety of ways such as opening doors, picking up weapons and even active grenades that have been thrown at you.

The last thing I can think of is health that doesn't regenerate. I would want a health system like that of Red Orchestra: Ostfront in which you could see where you were hit with a little soldier-avatar-thing in the bottom corner and you lost accuracy or speed depending on where you were hit. Bleeding effects like that of Americas Army, in which one would bleed out unless a medic aided them, would also be implemented.
 

BaronUberstein

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Jul 14, 2011
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Red Orchestra 2 but with better net code. <__<

That and add some tutorials for the multiplayer roles. I have no idea how to play a commander, and single player barely explains it.
 

TheDarklite

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Nov 26, 2010
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Hmmm, well...

If I was to design a shooter...

The world would be procedurally generated like Minecraft.
The guns would be procedurally generated like a drugged up Borderlands.

There will be character customisation and various skills and statistics.
We are talking about DnD style stats (ie. STR, DEX, CON, etc).

Quests would be procedurally generated too (most of which would be assassinate this target). You would not be told of the exact location either. You will be told of some coordinates that cover a moderately large area that will contain the target/s goal/s and in the case of assassinations you will be given a very rough description of the target and/or a dilapidated photo in your inventory.

Speaking of inventory. It will not be grid based, but rather an open square where you can fit as many items as you like in. You will just need to move things around and rearrange to make everything fit (items can sit on top of each other). Your only restriction here would be item weight derived from your strength stat.

You would not have any UI whilst on the main game screen (but when you bring up the inventory menu you are given some basic info). You will never be shown your health. Ever. Instead, as you take damage the world will slowly turn black and white (blood will still be shown red wherever it appears though to remain somewhat stylish).

As per the above, there would not even be crosshairs nor an ammo counter. You will need to iron-sight or just take estimates. As for the ammo, you will need to either (mentally) count your shots or remove the magazine (or whatever your gun has), remove the bullets from the magazine and count as you auto-magically refill it again (one by one).

It would not be a brown shooter. The colour palette would vary greatly (there would be biomes, another cue from Minecraft), just as the setting would.

Ideally, each player would have a different experience from the other and it should offer infinite replay value.

It would also only cost $20AUD ;)
 

xDarc

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Feb 19, 2009
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For a while now, ive had an idea for an FPS game that knows it's an FPS game; just called, FPS. The idea is that the evironments have no backstory, are largely based on well established themes, and many aspects of the game are customizable in a way never before imagined.

There would be in game terminals from which the player could change the rule-set mid-match. It could be an objective based reward in multiplayer, score points, get to rewrite the rules in the match to better fit your strong suits. Change the environment, change the guns, change the runspeeds, gravity, cone of fire mechanics, anything and everything really that proves to make it interesting.

Not only does the in-game terminal allow for reward based control as a game mode, but it's literally a built in mod-maker for server hosts.

Basically, if there was an FPS program in the movie the Matrix, that's more or less how the game would be. Really tired of samey shooters with samey stories and campaigns I can hardly be bothered to finish. No campaign, no story, no realism- just a game that knows it's a game.
 

guitarsniper

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Mar 5, 2011
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I'd make something where for the multiplayer all the maps are somewhat persistent, at least withing a lobby/server. After a round, damage would remain, but would get fixed over time. At least that's the rough concept. The maps would also be highly destructible. It needs some improvement but would be really cool.
 

BiggyShackleton

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Nov 15, 2008
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I was gonna write a huge paragraph but then I realised I was basically describing Deus Ex with less focus on moral choices and a more linear narrative. Think Blade Runner meets Bioshock. You play a Detective in a neo-punk style setting. Loads of neon lights and shootouts in the rain. It'd be like a film noir in the future.

As of yet I'm not sure if I'd have it more realistic (drawing your gun is a rarity, you're unlikely to find mountains of random assault rifle to use halfway through the game) or go a bit crazy. The second option would probably have a more cel shaded, comic book feel and said detective would probably have a robotic arm or something.
 

Nouw

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Mar 18, 2009
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RJ 17 said:
I'd just end up making AvP 2 for the PC because that game fucking rocked. :p
Let me donate my life-savings xD. I'll get Monolith to help.
 

Skulltaker101

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Jul 20, 2010
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Honestly, I'd produce something of a crossover between Amnesia: The Dark Descent, Painkiller and Mass Effect (the RPG aspects of it, that is). It'd be set in the far future, and show the psychological trauma of a conscript getting sent into their first battle against the cybernetically enhanced undead, the slow development of their skills, and the protagonist coming to terms with their new position and bringing the fight to the enemy. Being a far future game, it'd be set in all kinds of interesting locations, with colourful enemies (let's face it, there's a lot you can do with zombie robots in terms of variety), and a plethora of weapons and bossfights for the discerning gamer.
 

Zouriz

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Apr 28, 2011
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Probably something crazy and stylized like Team Fortress and I would stay away from brown as much as possible.
 

Atmos Duality

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Mar 3, 2010
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A story anthology series shooter game that's a hybrid of GTA3 and Shadowrun (1st and 3rd person sections depending on character role).

For story mode, you pick and play as a specific character all set in the same city. The stories start independent, but occasionally interconnect into each other (either lightly, or very overtly; you might find yourself on the opposing side from a previous story). The nature of the game allows for co-op mode.

Open Multiplayer would be a free-roaming sandbox mode; where players can take on missions, join factions, explore the city looking for goodies, and cause chaos in general.
 

Kraj

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Jan 21, 2008
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It would probably be a Diesel Punk Grim Dark aesthetic, using an open RPG progression system loosely based off fusing Fallout3 new Vegas and Skyrim skillsets, where XP is allotted by the number of online matches completed and the speed and precision with which the team works together, with no character level cap but diminishing returns on experience based on ranking, and monthly updates to the perk and stat system allowing for people to build their characters in pretty much any way they want while still being primarily talent based.
 

repeating integers

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Mar 17, 2010
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Completely, totally open-worlded. The story would be totally passive and optional.

Just in the mood for that kind of thing right now, and sadly, little like it actually exists - basically I want a cross between Skyrim and Half-Life (preferably with Halo's combat).
 

RJ 17

The Sound of Silence
Nov 27, 2011
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bullet_sandw1ch said:
RJ 17 said:
I'd just end up making AvP 2 for the PC because that game fucking rocked. :p
if you could like comments, there would probably be around 3 or 4 billion from me for this. bless you, sir.
Nouw said:
RJ 17 said:
I'd just end up making AvP 2 for the PC because that game fucking rocked. :p
Let me donate my life-savings xD. I'll get Monolith to help.
Nice to see there's others out there who appreciate the classics. If I hadn't lost my CD key ages ago, I'd likely still be playing it online (if it's even still up and running online :p).