Sight adjustment modules for Marksmen
Posted: 2009-08-14 17:11
This came to me earlier when I read another post on this forum.
The thread was called bullet drop. When in reality has a marksman or sniper had to aim above his target to counter the effects of bullet drop. Never.
However this is only a suggestion based on experience I've have from another reality game.
Snipers and marksman should be able to adjust their sights to 'zero' their intended target. i.e. The target is "423m" away based on a marker set by an SL or just by judgment. The shooter will have to adjust his sights to say "400m" so he can practically place his crosshairs on the target.
Suggestions:
- Ability to adjust his sights by selecting the same weapon slot with the distance shown under the ammo counter. [200m, 300m, 400, 500m, 600m, etc etc] (Just like currently selecting the same weapon slot merely changes fire modules. [1, 3, A])
- All marksmen kits and snipers have a sight adjustment module textured on the gin already. If an animation is need then just get the guys hand to turn the adjustment a little to simulate him adjusting his sights.
Questions:
- Ability to adjust the sights to counter the effect on bullet drop in game. Possible or hardcoded?
- I believe that this will become of great use at such large distances featured on your 4km maps, but I also think that the sniper kit will become more reliable and interesting, yet not over powering due to the time it will take to make adjustments before firing. Do you think it will add more depth into the realism of PR or just become a nuisance?
Many thanks if any DEVs read this.
The thread was called bullet drop. When in reality has a marksman or sniper had to aim above his target to counter the effects of bullet drop. Never.
However this is only a suggestion based on experience I've have from another reality game.
Snipers and marksman should be able to adjust their sights to 'zero' their intended target. i.e. The target is "423m" away based on a marker set by an SL or just by judgment. The shooter will have to adjust his sights to say "400m" so he can practically place his crosshairs on the target.
Suggestions:
- Ability to adjust his sights by selecting the same weapon slot with the distance shown under the ammo counter. [200m, 300m, 400, 500m, 600m, etc etc] (Just like currently selecting the same weapon slot merely changes fire modules. [1, 3, A])
- All marksmen kits and snipers have a sight adjustment module textured on the gin already. If an animation is need then just get the guys hand to turn the adjustment a little to simulate him adjusting his sights.
Questions:
- Ability to adjust the sights to counter the effect on bullet drop in game. Possible or hardcoded?
- I believe that this will become of great use at such large distances featured on your 4km maps, but I also think that the sniper kit will become more reliable and interesting, yet not over powering due to the time it will take to make adjustments before firing. Do you think it will add more depth into the realism of PR or just become a nuisance?
Many thanks if any DEVs read this.