These games often have Mooks, but no Bosses, and when the latter are present, they usually are either as easy to take down as yourself or vehicles that the bog-standard bullet hose can't scratch, forcing the need for anti-vehicle weapons.Įxamples should be sorted alphabetically within the following four categories, which range from the least to most realistic: Vehicles often require multiple crew to operate effectively and will be heavily restricted by terrain. Approaching the realistic end of the scale, slower, fatigue-restricted movement, use of crouching/prone positions to increase accuracy and reduce visibility, dominance of sniper rifles and assault rifles, the need to use scopes or iron sights for long-range shots, recoil having a detrimental effect on accuracy (and discouraging the use of automatic fire), limited health, and bleeding, leading to very short combat and an emphasis on the use of cover. At the extreme end of the scale, specialized movement are prevalent such as dashing, sliding, grappling mechanics, and ammo might even be infinite. Bosses will be larger-than-life and over-the-top. Artificial Stupidity is common for balance purposes. Items are placed on the ground very unnaturally, sometimes even spinning in the air. Vehicles will be easy to pilot, able to dodge/strafe, and able to shoot reasonably well while moving.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |