What I think needs to be done to make a good shooting game

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Published on ● Video Link: https://www.youtube.com/watch?v=dZt1kWyqiMc



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1:37 Rainbow Six 3 Raven Shield, 2:22 what got close, 3:03 War of the Roses, 4:25 Day of Defeat, 5:45 Sniper Ghost Warrior Contracts 2, 7:10 Escape from Tarkov, 9:33 Snipers, 10:28 what they could do, 11:30 why, 12:34 another thing you could do, 13:50 when a sniper should be put in the game, 15:40 armor, 17:04 stick to the theme, 18:02 mistakes – Call of Duty example, 19:05 have goals, 19:35 organization, 20:36 an example, 22:05 equipment, 22:58 something I thought of for competitive shooters

In the time I have been on this channel I have nitpicked a lot of games. I provided suggestions or ideas as to how to handle it differently. I wanted to take all of that and compile it to one recording then add some stuff to that

To do that, I started with some examples of games that did something right. Then I talked each point or topic specifically

I failed to mention it but as far as the organization is concerned.. It would be best to have defeined categories and a good leveling system (imo). One such way to handle that is if you made it possible to level a category. Example level 55 Assault Rifles. When you reach that level you have access to all of the generic attachments. To get specific attachments you have to level a gun for that to happen

That would make the grind or leveling less painful by allowing you to use attachments in the process of leveling that particular gun

https://www.youtube.com/watch?v=sz59NAn-fyU The Gamespot video I tend to reference

https://en.wikipedia.org/wiki/Heckler_%26_Koch_HK416 The C model (9" barrel) is the one I was referring to. https://en.wikipedia.org/wiki/CZ_805_BREN The A2 (10.9" barrel) was the other weapon I was referring to when I brought up the HK 416







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