What new features beyond bug fixes would you like to see in Sniper Sim? http://www.snipercentral.com/snipersim.htm
1. |
44 votes
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Different rifles & ammo |
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2. |
27 votes
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Better enemy AI |
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3. |
26 votes
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Inlcusion of camo/ghille suit etc |
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4. |
24 votes
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Multiplayer |
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5. |
22 votes
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Inclusion of computer controlled spotter |
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6. |
16 votes
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A known distance range to practice compensations |
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7. |
13 votes
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Include bullet drop |
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8. |
12 votes
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More maps and possibly make your own |
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9. |
12 votes
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Ability to do range estimating, and elevation adjustments |
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10. |
14 votes
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Map and compass |
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11. |
14 votes
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Realistic damage shots |
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12. |
12 votes
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Log Book |
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13. |
11 votes
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Bullit cam |
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14. |
10 votes
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CO-OP mode, 2 players, 1 spotter, 1 shooter |
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15. |
10 votes
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Possibility to use binocular |
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I didn't learn that much. the only things I could have learned are that bullets get effected by gravity, just like everything else, and that they are also blown by the wind. well those 2 effects are pretty good, after about 5 mins of playing you sort of lose interest cuz its all pretty much the same.
It seems to me that there is so much more to being a sniper (as opposed to marksman) than this. One of the biggest issues with being a real sniper is not being detected. here the AI wouldn't notice you if you smacked them in the face. I would appreciate a game like this where detection is an issue.
Also, a large part of being a sniper is observation. while this would obviously be a really boring game, I think you could make some good missions where there might be a whole camp of bad guys, with one general or something. Then you could make the whole 1 shot 1 kill thing come into effect by having to kill the general and only the general.
Overall: the shooting mechanisms for the software are pretty good. The whole thing, though, feels like a game, maybe like one of the delta force games. with a few added challenges, I think that the play could be more challenging and fun, in addition to adding to the realism of the sniper mission.
I would like to see a small crosshair in teh centre of the "movement" screen so you know where the zoom is going to be when you use the scope.
The sim is in early beta (which is why it is free) and is no where near done, and is why the AI is weak. It will continue to improve. The idea with this version was to allow for the accurate practice of estimating range and wind, the two biggest factors in long range shooting. But the sim does also currently accurately simulate canted and slope effects. So be sure to experiment with those aspects also.
I have noticed that I sometimes have to aim at the target's feet to get a headshot. Yes, those targets are in closer range, but still. What is the gun zeroed in at? What i think would be nice is to be able to get a range estimate and either adjust the scope for it, or just compensate by knowing the range estimate.
Shooting a 100 bad guys should be left to the gameboys.
There are some good suggestion to vote on here and I've picked the one that I believe make the program more "real".
Current version:
Exhaustion time (running): 9 s
Number of Jumps to exhaustion: 1.1
Recovery time: 80 s
Can not run or jump when exhausted
Unsteady aim when exhausted
Recovery continues when holding breath
Suggestions for new version:
Exhaustion time (running): 18 s
Number of Jumps to exhaustion: 4
Recovery time: 80 s
Can still run and jump when exhausted
Unsteady aim when exhausted
Recovery pauses when holding breath
If you think these changes would encourage "bunny hopping" then you should not grant the ability to jump when exhausted.
I realize it is a beta (still under development) so I will keep my comments brief.
1. If you shoot more than twice from the same position, have AI that zeros in on your position and spices up your life. Perhaps some counter sniper AI would be good, but reactions to your rounds (including misses) would be nice.
2. Once you shoot, allow the enemy AI to increase its alert level so it isn't a case of just shooting fish in a barrel. Currently you can just sit there and shoot whatever there is that shows up if prone and not waving a red flag.\\
Another question: the site owner stated that he was going to see how much interest there was in the program. Before we go too hog wild, what are the current plans for development and so on? If it is a dead issue, why spend the time to offer suggestions to make it realistic and challenging.
Overall Comments: Some made suggestions they would like to see such as a small crosshair to show where the scope wil be when looking through it. I think the current set up in that area is very realistic as I have never seeh such a thing in real life, and I do believe the purpose or intent was to offer the shooter a realistic scenario not yet another game.
Smitty
Note: I have never held a gun. So I'm no expert. But, I'm a gamer and below is what i believe is a good direction/priority for this sim.
Didn't dl this sim yet. bz with RL right now.
IMO, if this is to be a simulation, the first thing to come is the realism. Above more guns and options, having well balanced and realistic guns along with a good terrain layout and proper calculations of the "factors" is paramount to the success of being respected as a good sniper sim. Yes, terrain. Get more bushes and rubble pls. (screenshots looks bare...)
Single player/AI? Screw that, make it for practice and tutorials. Unless you have significant funds or skill with AI programming, it will be too easy. Consider other game's "sniper" levels, people get to remember the places they should be, where the enemy will be and so on. Practices and tutorials and a few missions would do.
And AI detection, its going to be a pain to get a good one done imo. (could b wrong on this tho) All that time spent on dynamic AI (Most AI is not dynamic, as in its static, enough to last more than a few times once you know how win) and all that could be spent on other more important things. Like...uh things below.
So where does its replayability come in? Multiplayer. Set up a good one, with chat and all that stuff, have good maps and modes (DM, TDM, CTF, etc etc) and what not.
Sounds like a game? With respect, it is. Unless you want to make hundreds of missions, it will get old fast without constant updates of new missions. Multilayer basically helps take the load off, and let the players entertain themselves while you rake in the cash!!!!
Custom modifications. A major source of long term player commitment imo. Look at Warcraft3, and their BNet (DotA anyone?). Letting them make custom maps and stuff will really go a long way to having more options(new maps, weapons and skins) and people like options. I can forsee good sniper campaigns over a few maps if it is available. I can't stress how important it is, but it is. Unless you want to do all the making of new maps and guns by your self. Too much work for 15 bucks imo. And improves replayability too!
Thats all i can think of, with respect to realism, AI, multilayer support and mod capabilities. With a realistic, both in terms of the added "factors" in a shot along with visual realism, you can get a lot of people interested. Without investing in a strong AI which takes up resource(time and money), you will need multiplayer, since its so realistic multiplayer should be a hit. And to finally make the game "last" longer, custom mods will multiply its replayability.
When writing this, i forgot to mention i assume you wont just release a game with a bunch of maps and call it a day. I presume it is a constantly updating game, and that you want to go towards multiplayer support.