FUBAR Ops a Teamplay Multiplayer MOD in present time focusing on small military groups.
(work name)
Well nothing new there but take a look at the features:
HUD
You’re body will be visible and will function as HUD. All other information will be gathered through the equipment you use and carry. Sights on weapons, looking through binoculars and so on.
When you get damaged you know how badly by looking at you’re body, you wont have a health meter. There would also be sounds as indicator of health as well. (Heart beat, breath)
AIM
You don’t have a cross hair so if you want to aim better you have to look down the sights, like CoD and similar games. The exact position of the sights at the moment of firing and the weapons bullet trajectory will determine the hit location. No random offset whatsoever.
All weapons when in “sight mode” will have its own (though all similar) visible sway pattern so when practiced upon will be easier to target with. This is so that the skill of the player is the ultimate factor when it comes to aiming.
Depending on weapon (size, weight) when you in “sight mode” don’t move the mouse enough during, on a weapon dependant, amount if time (around 2 secs) the sway pattern will slowly increase in size and speed. Sway is lessened by kneel and prone position and supporting the weapon on a ledge/tripod or something.
SPEED
Player speed is slow, you may run but you have a fatigue level that is discernible through sound of breath increasing and when getting really bad, heart beating. Carried things will affect both speed and fatigue.
Fatigue will result in getting slower including use of equipment, and if bad reduced sight or nausea. (tunnel vision)
In case equipment requires user skill (like aiming) the difficulty will be greater the more tired you are. (aim will sway more and faster)
DAMAGE
Will be fairly realistic, bleeding, trauma nausea will exist. Important regions of you’re body will be matched against ballistic hit trajectory of the foreign object to see what important organs get damaged and what that will result in in lowered ability or stopped play for the player.
An object penetrating into you’re brain or heart will mean stopped play no matter from what “weapon”. If you get a leg sufficiently wounded you will be slower and limp, or if damaged enough you have to crawl until you bleed to death or get medical attention.
If you have the equipment you may lay first aid on both yourself and others. (even enemies)
Noticeable for the player affects of damage is; slower speed, not being able to use limbs, reduced sight, reduced field of vision, dots specs appear in vision, blurry sight, reduced hearing, strange sounds, slower control response, slower movement and equipment use more difficult. (sway patterns faster and bigger)
EQUIPMENT
Should feature standard modern military small group/special forces equipment.
Some equipment should be “modible”. Ceramic plate inlays for body armour, extended range/low light scope for rifles and such.
Equipment will have size when equipped. That is if you are running around looking down the sights of a rifle you won’t be able to turn around in a tight place without “taking down” the weapon. (the barrel will hit the wall)
INVENTORY
The inventory will work that you have a monetary budget and a weight/encumbrance factor when choosing equipment.
Usually you would make a couple of different “load outs” in advance when not playing and when appropriate you choose from them when playing. There would of course be some standard load outs coming as default for those that not wishing to bother with the details. And sometimes for the map and team default loadout may be forced by servers.
Remember that carried equipment will affect both speed and fatigue when in game.
COMMUNICATION
Both hand signs and radio (when having as equipment) will be available as communication for the players. Radio communication will be audible for the opposite team if close enough.
SOUND
The faster you move the more audible you will be. Different gun sounds depending on distance and zing off passing bullets are important features. High sounds of noise close to player may temporarily to permanent reduce hearing or may result in “beeeeep” if not equipment is used to reduce this.
MAPS
The situation, location and goals should be pretty much be left to the mappers. Generic MP entities exist from which you as a mapper could device any goal imaginable.
Some map entities should be possible for the server admin to override, for example map_public_roundtime or map_public_restrict_loadout.
Even how and when respawning occurs are map parameters.