Omni-tasker bound by honesty

Oh why, did I have to promise one of my friends I’d put myself on equal priority?

I could just go straight thought and finish (most of) this tonight, skip sleeping for then a half hour, and go to work without trouble. Haha, just kidding, I’m not that crazy ^_^. I’ll need sleep to get up on time, but thankfully tomorrows just more time consuming then stressful. So my plan is to:

Make like a Spider now, get done what I can, then hack like a son of a bitch at it tomorrow… Until the project falls, and with luck! A project over 3 and a half years in the making, will be complete soon !!!!!!

*SIGH* watching my wireless connection flubber-band between 6mb/s and 24mb/s at a distance of ~2.5m, I think it’s time to go to bed, and download a few api references in the morning….

Grrr…

EDIT:

Even worse stroke of luck, took a break and loaded up XGalaga (a nice Galaga based game), got a powerup of tripple-missle launcher in the first wave, only to lose it seconds later when I took my eyes half off the display lol –> just long enough to zig when I should’ve zagged ^_^

That’s it, I’m going to bed.

Training Afterdark

A tad annoyed, been doing some of my private training in RvS. My times are almost a minute longer then my best, while that’s still quite quick (I set the time marker for 5min; and completed it in less then 3:45) it’s still very slow… I’ve always chose that map because of the extreme CQB. Did a couple good runs and even got time to bring out a variety of weapons: MP5/10A2, MP5A4, TMP, P90, Mac 9/11, and the MTAR-21. But I’m still very far from satisfied with my performance. I fear, that I am starting to get old :

Two things that really pissed me off, the P90 and my faithful P228 pistol. It’s like, you fire off a burst into an area the size of a mouth, the target is chest sized, so close that if it was real life, you could almost extend your arms and bayonet the S.O.B. But in RvS, it’s still possible to fire in bursts, watching the count of rounds fired increase: 2..4..7.. and guess what? Magically all of the bullets strike the wall behind the X-Ray, but none actually hit them… Leaving you with 44 rounds in a P90 and a dead body, that is not the enemy!!!

It’s total bullshit. Although, I must admit in RvS, the game has always given me a feeling that the rear sights are on target, while the front sights are aimed at your toes instead… Tonight was an unbelievably bad display on RvS’s part, I’ve never considered the games P90 to be deead on balls accurate but this was just a joke. I’ve picked off head-shots at range with the games Mac 9/11, and the P90 is dozens of times more accurate in that game.

The second thing to piss me off, is I shot an X-Ray square in the chest with a P228, 9x19mm Jacket Hollow Point round… Round penetrated and exploded the barrel behind him. While the JHP are still capable of penetrating tangos. I can’t help but wonder, why a 9x19mm JHP round from a P228 will do the trick, when a FMJ 9x19mm round from my MP5A4 wouldn’t.

What irks me even more so, for “training games” we used to round people up, go find explosive barrels, and take turns shooting them. Walk up to the barrel, fire a round (or two), and run off before the next Rct tries it. Often we use the 5.7mm AP Army (FN Five-Seven) because RvS gives it less stopping power then some SPITBALL from Romania! We’ve also tested with 5.56x45mm weapons and various 9x19mm pistols using full metal jacket rounds.

The concept that a P228 firing 9x19mm JHP can be more dentimental to a (thick skinned!) explosive barrels contents then the G36K’s 5.56x45mm round, just begs for a physicist to explain these ballistics >_>

Geeze, why can’t they ever make a *decent* tactical game that is realistic?

Before another round of Wesnoth…

It’s been abit since I’ve updated my LJ, haven’t really had much time for it :

The past two weeks I’ve largely been workin’ my ass off either on various projects, at work (grrr!), or training the days away in the servers. At least the training ops are both fun and effective uses of time, the rest… Well let’s just say I hate my job lol. The number of projects I’ve been butter-flying across is getting a bit out of hand, mainly because of the amount of time I can afford to spend on them during the day.

I may end up changing “schools” so to speak, in the near future. I’m not really looking forward to it, because although it should speed this shit up quite a lot. I’ve still got the same problems as always — a family to butt in and working most of the week. Wouldn’t it be wonderful to have a vacation lol, I would probably end up catching up on homework +S.

In the mean time I’ve been playing a lot of Wesnoth. A few years ago, on one of my ‘few’ vacations… I was lucky enough to spend my time split between working, learning another programming language, and a new (to me) game called the Battle for Wesnoth. It’s a great game, a bit J. R. R. Tolkien inspired in my humble opinion, but a very fun Turn-Based Strategy game. I recently picked it up again, for lack of a better time passing… The games quite omni-platform but I’ve only got it installed on my FreeBSD powered laptop. I’ve been looking through the info and working on a custom campaign for it. Although a bit out of place for Wesnoth, it’s an original plot, well at least original in the sense that I’ve never followed that kind of High Fantasy in the first place >_>

I’m quite a bit more of a “Sci Fi Guy”, I prefer fiction and have the book-inhaling habits to prove it hehe. Most of the times I read, I usually go through 50~120 pages a day easily. Dune took a few days but I read enormous amount of it per sitting. That’s one thing I really miss, getting to sit down and READ a book. Most of the time I read these days, it’s either on the web or if lucky enough to have a real book in hand. It’s usually a book on something technical, e.g. TCP/IP. I love books, reading beats TV watching for me, because there can be much greater depth to it. Not to mention that 300~500 pages of novel, spanning 3 or more books (a trilogy) gives one a bit more leeway for time. As much as I love TV and Movies, I really dislike some of the hack-jobs that people have done… Just look at the movie ALIENS, the “classic” version that we’ve watched for years. And the *proper* version with so many deleted scenes and cut-out footage restored. The rat bastards practically destroyed the entire story!!! Although, I admit the classic cut they’ve released so often is still a good movie. But the special edition is a great movie!

Hmm, some days I wish I could win the lotto or something. It would be certainly nice, instant shopping spree for what books I’ve missed over the past decade lol. Dang dogs been chewing on my copy of Vision of the Future, luckily not to much damage… Timothy Zahn’s Thrawn trilogy is one of my favorite set of Star Wars novels, the Hand of Thrawn duology (that it is apart of) also being quite nice. If I recall correctly, Vision of the Future is the one where Luke Skywalker finally purposed to Mara Jade.

After who knows how long people were waiting to see if that would ever happen, it finally did lol.

Incredibly tired

I’ve had a lot on my mind lately… At least for me it’s somewhat hard not to realize how far I am from my objectives. Working into the ground, on all flanks, with no sign of relief in view. No matter what I do, there never seems to be any headway made :

I think I’ll play a bit of Wesnoth for tonight. It’s not like I’m going to get to doing anything meaningful tonight, I’ll be lucky to get to sleep in peace……

Days log

I think I ended up walking around the grocery store more then coding… As soon as I was found wide awake. That generally proved to be a wash out, at lest I got some of the menial work done on the current module. Why on earth I’m working through things in the same order as the flow chart, I dunno… Maybe because it saves the easy work for the end lol.

Managed to *eventually* make it into Training Grounds #1 to work with Jonsi. Pardoning 3 r 4 people and a website to deal with, training chatter with the NCOs, making like an omni-present on 3 forums, and the like. Once we finally got ready op for the training, we got delayed by more people joining, and NCOs out to do some synchronization, to the point that Jonsi was only there for about 10 minute lol. Several hours later of drillin’ with NCO/Rct/CO I’m like, “I stopped N hours ago but no one noticed” haha. We did have some good training though.

I also managed to feed my interest in computers, inhaling some information about the old ENIAC or Electronic Numerical Integrator And Computer, the German Z3, and the British code breaking Colossus computers. As well as wishing that I could visit the Deutsches Museum, because a replica of the Z3 is supposed to be there in München :-).

What can I say, I love computers lol.

Just caught the end of Iron Eagle on TV, it’s about as much of a cheesy unrealistic ’80s action flick as ya can get. But it is the only decent cheesy action flick with lots of air action that I now of >_>.

The whole jist of the movie is a kid skipping town with a pair of USAF F-16s to rescue his father, and ending up single handly saving the day while dancing beteen AAA and MiGs, although how any one could call those things MiGs without being drunk, is totally beyond me. Those airframes just screen Dassault Mirage! The movies never the less enjoyable, as long as one can forget a few bits of reality, kick back and relax that is.

It reminds me that I’ve never really found a flight simulation that I like. Everyone that I’ve ever played, either boils down to being to arcade like, not my bag, or proves that a keyboard and joystick are a poor substitute for a real aircrafts cockpit lol. I like flight sims but they don’t like me I guess :. I’ve never really had much taste for modern missile based combat either, just a gun-fighter at heart I guess… And I have *never* found a flight sim game that had an AI that could really dog fight, get past the missles and they are just toast. Although it’s a very arcade-like game, Ace Combat 3: Electrosphere was actually quite fun, just wish I had a Japanese copy of it… Most particularly the mission where one has to fly in hot pursuit of the X-49 Night Raven through a tunnel system, leading the player into a later level where one duals the ultra-nimble aircraft inside the caverns below.

The fun part of course is getting through the level at high speed without crashing, then moving on to shoot it out with the Night Raven for an A ;-). The occasional duals with the UI-4054 Aurora, looks like one of our spyplanes but flies like a jetfighter from hell lol. Some of the few times that the computers proven to be a challenge I guess :. I eventually gave up on flight sims in general, do to lack of anything fun that didn’t go to either extreme (the arcade Vs where is my simpod problem). Hmm, before I quit though I remember when one of the console based flight sims came out, more realistic then most consolers but still to arcadey for my tastes. When my brother watched me fly one of the attack fighter missions, he described me as a lethal S.O.B. while I was making waves, crazy wall crawling spider at work xD. But it’s been *years* since I’ve actually played any flight-based games seriously.

If I ever found a game that I could enjoy and not dislike, maybe I’d get back into flight simulations someday. But none just seem to strike a good balance :. And I flibbin’ hate air-to-air missiles! In a lot of ways, I think the truest forms of air combat began dying out after World War II, disappearing into the post Vietnam era… Where a pilots skill is as important then his technology, if not even more so. Who knows, maybe technology will one day return fighter pilots to more dog fighting, less ground attack jobs.

Either way, I’m not likely to ever fly let along get a pilots license, and my Dream Girl is already retired anyway.

Finally a good swat game

After a stream of very crappy games, fillding with more then a few players that could pass themselves off as tactically incompetent… We finally had one really solid round on PG#3. I took EL on the half way house map, in a formation of Chris, [SAS]_Big12, [SAS]_Spidey01, and Snorr. We moved us swiftly into the buildings front entry point, Snorr watching the side door, Chris and Big forking off to secure the halves. A little application of cover later, we’ve secured the area. Left Snorr behind to cover the twin double doors into the chapel, while the rest of us headed for the pool room. A quick bang & clear, wedge the doors and secure the contacts while having guns on every point of threat! –> The proper way. We moved back, setup Red Fire Team and Blue Fire Team each on one double door with bangs, blow and go –> chapel secured, door to hallway wedged, all angels covered… We headed upstairs and settled in for entry to the big room up top.

Normally I would plan such a thing out before hand, but with the noob patrol on the other team I didn’t bother. We did a smooth assault synced to my GO GO GO command: Bang going in, Chris entering and blitzing RIGHT and clearing to the bathroom, Big storming forward and then moving RIGHT to cover the exit door. Me blasting through and heading RIGHT, joining Chris at the bathroom door with a flash bang ready, and Snorr heading forward, striaght to the wall and securing a point to cover contacts in the room. Chris and I kicked into the bathroom with a flashbang as Snorr and Big setup cover. On my “CLEAR” we started zip-cuffing contacts, under protective cover all the way, then set it up for an entry on the next room.

“ROOM CLEAR, that’s the way it’s done baby”

Kicked into the next room with a flashbang, forking the element off again on the fly, Big taking the far door, Me taking point for the next room, Chris flipping in a bang as I popped the door, while Snorr covering Bigs back, we secured the next room, while trying to minize risk of getting flanked. Secure contacts, mopped up, moved out to the hallway… And BINGO, a plan hits me.

I ordered Chris and Big to move down the stairs to the corner and stand by for an entry on the cafeteria. While Me and Snorr circled around back to the other side to the rear of the kitchen. A quick “GO GO GO” and both teams rolled in their flash bangs, quickly storming through to each teams sector for a mop up.

And then a friendly game afterwards >_>

[click to enlarge]
Operators playing cards around the table

Da noobs go in, them noobs hit the hard deck, pros go in, dead noobs disconnect while the pros go on the complete the mission, smooth as a babies behind hehe.

Rockin’ and Rollin’

Spent most of my day working on a couple of flow charts for tomorrows project meeting. I really wish I had the time to setup a proper presentation but the most important stuff is ready. If all the concerned parties are on time, we should even get done fairly quickly I think. I’ve had concept work and test cases stuffed in my brain for the past 2 or 3 days but no real time to sit down and work it out. I think, if I see another flow chart, I am gonna kick something. I’ve found Dia quite nice for doing simple diagrams and charts, it’s enough like GIMP that the learning curve is almost null. It could do with a little more refinement in spots but hey, if it lets me get stuff done in a fraction of the time… I can put up with the stuff I don’t like (mainly to do with text operations).

I’m working on it in my spare time, after work, after [SAS] operations, and along side my own projects, so effective use of my time is a plus hehe.

Some good news in [SAS] finally hit, I’ve been waiting for awhile now… But it was well worth it, seems several great NCOs are leading the charge in the indicated direction. I’ve left the details to others, since the emphasis was on getting it “done” rather then doing it well, and I’m just the schmuck who will probably have to deal with any later maintenance lol. But at least it’s done….

Managed to get a little bit of RvS time in, I think my recent expedition into the SWAT4 server has thrown my movements off. In RvS, things tend to act very fast and chunky but in SWAT4 they tend to feel much smoother, if slow by comparison. I was rather surprised to have around accuracy rankings in the 60s of hit percentages. While I rarely miss in SWAT4, RvS requires more, should I say. “Shoot the fucker, shoot him again, and shoot’em some more” in order to combat latency and super tangos. RvS is nice in that 2 rounds will drop almost any enemy, if you can get the blasted hits to register cleanly over the network.

In the course of my days web surfing I found an interesting language, called erlang. It looks like it would be worth poking around, I just wish I had the time :-(. But I’m just to busy with other stuff and can’t offerd to “cram one more” language between my ears… Rubber banding between C, C++, PHP, Perl, and Bourne for a couple days is, uhh.. a bit odd :

I really do like to learn different languages, the only problem is time spent inhaling documentation and memorizing syntax / interfaces. Much of my thinking i fairly language independent, so I really don’t have trouble picking up other languages. Python for example took a couple of hours at the most and ~2 days of “play testing” it on light problems before I was comfortable using it on a more serious project. Although I do admit, when it comes to expressing ideas I do really draw upon what I know.

For expedience of expression and to actually be able to read it at a glance. I’ll often mangle English and common constructs together, forming a document local style of writing whatever pops up often. Basically writing it in a way that just lets me say what I need to remind myself of later, and read it quickly when I do have to look stuff up. I can usually read things at a fairly quick rate, my eyes scan it and break things down, parsing it into the elements I comprehend and working on the rest as I go along. So the strange code-lish style writing usually speeds things up, since my eyes can parse the flow of it more readily then a few extra paragraphs of contemporaneity English, which means I can also “home in” on the parts of interest and quickly discern what I need to read and what I can ignore when grepping my text.

Sometimes, I wonder if I’m just mad as a hatter lol.

Opinions on tactical FPS

Rants, Rambles, and Raves… On Tactical FPS games

From a person who has been gaming since he was in diapers, using a Nintendo, and all the way into the future.

More realistic ballistics:

In old times, weapons were little more then you hit target, you do damage. And each hit from a given weapon doing so much damage, like 10% of life bar per bullet from SMG, 20% from rifle, Which is a piece of crap to start with, even by modern standards. More modern implementations might take into account mass, velocity, and hit modifiers.

Objects are generally boiled down to objects that can be penetrated and objects that can’t. In Raven Shield they take it a step even worse, an object that can be penetrated is usually limited to a destructible one. I.e. a bullet may penetrate a pawn (rainbow, tango, hostage), a window, or a door. But it won’t go through a carboard box, a cereal box, or wood fence, because these are all “solid bullet proof objects”.

When a bullet hits something, the mass of the bullet and the velocity it hit at should be taken into account along with the type of material hit and the density of it and the bullet. For example compare trying to penetrate a strong tungsten alloy and a tin can, which takes more punch?

SWAT4 essentially operates on the concept that if an object may be penetrated, the bullet has M mass moving at V velocity used to calculate it’s momentum. While the object being hit requires a certain amount of momentum to penetrate; if I looked deep enough into the games SDK, I wouldn’t be surprised if “momentum” was just a synonym for velocity to the developers… When the momentum is exceeded, the the damage caused by the bullet on it’s way through is modified by a modifier range or factor of how much damage it can still do.

What should really happen, in my opinion?

There should be several types of impact material, e.g. liquid, wood, concrete, metal, plastic. The idea is pretty simple, let’s say you take a gun and fire into a pool of water. For an object to occupy a space within that water, it has to displace the same volume of water out of it’s way, to move through it, it has to keep displacing water out of the way. Shooting through block of wood that is as thick as the water (e.g. same volume of) works about the same way, but the density is different, taking more force to displace the wood out of the bullets way in order to ‘penetrate’ the wood.

For the sake of performance it would make sense to have several known (common) densities with known properties and tune accordingly. It would still fall short of accuracy with the real world but make it easier to apply ballistics to all objects within the game.

The biggest problem with ballistics in modern FPS games, they continue to use the “can penetrate” and “can’t penetrate” stupidly…

Proper damage models:

Shooting a the representation of a human in a tactical FPS should have similar effects to the real world. Most often, you get a set of hit boxes based on superficial anatomy. A head, a torso, arms, legs, etc. And if your lucky a modifier that adjusts damage done based on the hit box, e.g. head shots fatal, leg shots minor damage or something like that.

I think they should take it a step further and apply more things based on the hit boxes. For example, why not take a leg? Break it into 4 hit boxes, the foot, the crus, the knee, and the thigh. If the target gets hit in any of the leg hit boxes, they should die! Bleed to death or fall into shock awhile later maybe… but not die out right as in games. Getting hit in the crus or the thigh should effect ones ability to walk, getting hit in the knee or the foot should probably force the target to crawl instead of walk.

The torso should be split into h8it boxes based on internals, the “general torso”, the heart, lungs, maybe the kidneys, e.t.c. A human might be able to survive several shots to the chest but I would think a double tap to the heart would have more (quickly) lethal effects, even if not as much as going for a T-Shot, I would think it more likely to disable the enemy in the sense of more games, and kill the target more readily.

Compared to games like Raven Shield (last patch) where it doesn’t really matter where you shoot a tango, just hit them 2ce and they are as good as dead, pardoning latency and the FN Five-Seven. And SWAT4 where the only side effect is it pays to follow the Mozambique drill — just to do enough damage quickly to put the target down. While in real life, the idea is if the double tap to centre mass doesn’t stop the target, taking down their nervous system will put’em down for good.

Weapons Attachments and kit restrictions:

I think AAO:SF has the best in terms of realism but makes for a too oft abused configuration, M4 with aimpoint + suppressor + M203. Raven Shield limits you to one attachment but that sucks, especially since it makes weapons like the AUG, SA80, and G36K more powerful (built in scopes) — further pissing off people who know about the Tavor Assault Rifles!

I think the proper solution would be to allow 2 attachments for all primaries, such as an barrel and an receiver attachment. So using the M4A1 carbine as an example. One could have an M4 with a scope and a suppressor or with a M203 and scope but not a bipod and a suppressor or an M203 and a suppressor, e.t.c. That would at least keep it fair.

Load outs, I really think a merger of the “package” and “individual” item ideas would work. For example, so many slots, like something like this:

Player Kit:
— Primary Weapon = None | SMG | AR | SG | SR | LMG | LAW
——— Front Attachment: None | Suppressor | Grenade Launcher | Bipod
——— Rear Attachment: Default sights | CQB scope | Magnifying scope | Night scope | Laser aiming module
——— Ammunition: FMJ/Slug | JHP/Buckshot
— Secondary Weapon = None | Pistol | TASER | Special
——— Pistol Attachment: None | Suppressor | Laser aiming module | Tactical light
——— Ammunition: FMJ | JHP | Cartridge

— Specialist item = None | Binoculars | Radio | Laser designator | Night vision goggles | Spy gizmo | Gas mask

— Demolitions item 1 = None | Breaching shotgun | Door breaching charges | Plastic explosive | Satchel charge | LAW ammunition | Breaching hammer | Breaching bar

— Protective Gear = None | Light | Medium | Heavy

Where light = Level IIIA, medium = level III, heavy = level IV on the NIJ standards.

And allot like 3 or 4 slots for grenade “packages”, say 3 slots holding a “two pack” of grenades.

— Grenade slot 1 = None | 2 x Fragmentation | 2 x Flashbang | 2 x Smoke | 2 x CS Gas
— Grenade slot 2 = None | 2 x Fragmentation | 2 x Flashbang | 2 x Smoke | 2 x CS Gas
— Grenade slot 3 = None | 2 x Fragmentation | 2 x Flashbang | 2 x Smoke | 2 x CS Gas

Which in my opinion would be the most flexible and much faster then having to equip each slot individually.

Breaching methods:

Ballistic breaching with shotguns, any shutgun capable of destroying the door and frangible breaching shot as well — in effect making hinge and knob side breaching possible. Explosive breaching with any suitable explosive, as well as dedicated door breaching charges, using shaped charges to blast through doors and windows, etc. Mechanical breaching with bars, sledge hammers, and even fire axes that just happen to be sitting handy.

The ability to break down doors, blow up walls, come crashing through windows, is just a requirement. You can’t have a tactical game unless you can conduct a full breach. Not having to use the “door” is also more realistic, why send everyone through one door… When we can sneak a team into the next room, frame charge through the damn wall. And employ snipers to pick off X-Rays through the windows — after coordinating kill zones ahead of time that is.

Vehicles:

One of the big problems with games is the “vehicle” selling point. In games like BF2 or Halo, they often become the gods of the battlefield, you have to use the vehicles to win.

By nature of things, vehicles make good transport and are very useful. But have to be controlled to avoid them becoming all powerful monsters of destruction in adversarial games. Having stuff like personal motorcycles and dune buggies or HMMWVs for transporting troops would be nice.

What I would like to see is AI controlled support vehicles that can be called in by team leaders using a “radio” item. So for example, a squad leader could call in an attack helicopter or a gun ship and have it circle in a radius overhead, attacking every enemy in sight.

To make that even sweeter, in some maps the enemy could have AAA and shoot the thing down !!!

That would open up so many possibilities, such as vaulting a few DPVs into the target area, send a group/groups to secure the objective, while the other members of the patrol set up a parameter, guards the cars for egress, and calls in a few helo’s for backup. The possibilities for hit and fade runs are infinite when that is combined with a map editor…

Game Types:

Round based Cooperative, following “mission” and various special coop types, e.g. search and destroy, recon, hostage rescue. Round based and respawn based team death matches in “objectiveless” team with the most points wins, capture the flag, and search and destroy games. Heck, you could probably convert coop levels over for use as player Vs. player missions by using some form of squad based spawn points for the defending team.

Mission Planning:

It’s imperative to be able to play the mission ahead of time and adjust in combat. Raven Shields F4 map sucks horribly but at least you can draw on it. A real planning map that can accommodative multiple floors would be perfect.

Team leaders need to be set, teams organized, mission objectives reviewed, and assault teams synchronized on their objectives.

Human Capabilities:

People can walk, run, crawl, roll, jump, e.t.c so why why not do like wise in game? One of the most annoying thing in Tactical FPS games is when you get killed in one of those, “I could have just … like in real life” moments. Walking should be quick but not to quick, watching a SWAT team on the moves a perfect example. Running should be quick and really jumble your aim around. The ability to crouch and crawl is a requirement IMHO, and on top of that. When going prone while running or dashing, one should go into a dive.

If your walking and drop to the ground, odds are you want to get on the deck eh? But if your running like a bat out of hell, odds are you might not want to stop where ya are and lay down!!! I think to avoid the bunny hopper problem, jumping should be limited to a very short height and while running, just enough to be useful, yet realistic for someone in ~15 plus kilograms of combat gear.

That would allow one to still move quick, jump quite short heights, and avoid the usual crap of not being able to jump at all, because nubs and pansies abuse it so often online.

One thing I would really like, is a special “physical” action button. One that changes what it does based on the situation, whne close to people, go for a rifle butt/pistol whip/CQC attack, when close to objects, try to push, throw, kick, or otherwise employ them. Such as kicking a chair across the room or flipping a table over — be versatile.

Team Organization:

It should be kept simple, AAO is a perfect example. Platoon leader, Squad/Section Leaders, Squad members. I think it’s useful to occasional have specialists but when it goes to the extent of say, BF2 or other class based configurations. I think you really loose all of the flexibility gained by having a tactical FPS modeled on anything beyond the general infantry…

Kit selection should define specialization options, not soldier “class”.

A perfect example, in RvS if we need more grenades, we bring more grenades, if we need a demolitions man, we bring demolitions! We don’t limit the demolitions man to a special class, we equip for the job. I think SWAT4’s split of grenades, breaching, and protective gear is the right style but the devs chose to divide it wrongly in terms of a Tactical FPS. But for simulation of Police SWAT environment, quite well since there are less, uhh… Fun toys to play with in most police departments >_>.

Graphics and Performance:

An Intel or AMD chip with performance comparable to a Pentium 4 in the 2.0-2.2 Ghz range, 768MB, and a 256MB Graphics card supporting OpenGL or DX9 decently would be an ideal minimal spec IMHO.

If you have a super gaming rig, you should get what you paid for within reason. If you only have a common gaming rig, you should at least be able to play the game smoothly with lower graphics. Games should look as *nice* as you can make them on your hardware but you shouldn’t need a $300 graphics card and double your RAM just to play.

Hell, a good make of GeForce 6800 is dirt cheap now and one of the best graphics cards of it’s generation.

Communication Functions:

Text chat, V-Commands, and Text Macros.

Text chat is the lowest common denominator of the internet, and most games require a keyboard and mouse to use properly ^_^. Pre recorded Voice Commands like that used in MOHAA, RvS, SWAT3, SWAT4, BF2, and such are great. The only problem is game developers almost never choose decent stuff and many gamers never bother to use them.

V-Commands should be a quick pop up menu and issued through keystroke OR mouse gesture and drop a HUD or on screen indicator that says WHO, WHAT, and WHERE. Like in SWAT4, you can see a marker of WHO issued the V-Command, you can hear the WHAT part, and when orders are given you can see the WHERE part marked on screen.

In game VoIP has always been a pile of shit, no matter what game that has implemented it, it has ALWAYS been shit. Striking a deal with the TeamSpeak or Ventrillo people for a dream-team setup that allows the game to auto-join certain servers/channels from in game or when just joining the a given team on the server.

I’ve always liked TeamSpeak because its channel commander feature offers a lot for serious team gaming.

The ability to record text macros in game, without having to use keybinds like in Unreal 2 games, I think is something every FPS should do. SWAT3 is one game that really got it right, text + sound bites. Although, being able to open your configuration data in a text editor and adjust things to taste is, like the hugest perk ever created.

User account and Points / Rewards system:

Having any kind of spend your life playing this game and racking up kill points, and we will reward you with unlocks. Is just a crock full of shit, it’s a marketing gimmick to make you play the game longer and an excuse to sell you expansion packs that add features that, often in my experience — should have been there in the first place. Or freely able to be made by a modding community.

Game Mods:

SWAT3 was perfect, download ZIP file, copy ZIP file to folder, flick the on/off switches for what mods you wanted to play. Launch game, and play. The mods you had on got used when hosting the game but when joining OTHER peoples games, WITHOUT RESTARTING. The game would load the required mods for joining other peoples games, as long as you had them installed.

That is the way it should be, having to restart the game to swap mods or worse, having to use a conversion utility (e.g. MW4:Mercs) are just piles of crap, unless of course. You want to appear to be a company that would rather lock people into buying expansion packs or sequles that your not obligated to make, rather then letting people extend what hopefully is a decent game, and make it better!

User Accounts and Anti-Cheat:

The games got to have some way of ID’ing users uniquely, PB generally does a decent enough job of it. While I don’t care much for PB, and in fact have never had much use for it as anti-cheat (aside from the spying part). It does do one good thing.

It helps enforce server policy.

Level Design:

Missions need multiple ways of completing it, unless the game is a “quickie” that you’ll play once and then chuck on a CD-Rack, which means there is no point in paying more then ~20 bucks for it.

Problems should be approachable from many different angles, there should be multiple paths available on most missions. Objective and enemy placement should be able to be randomized, one of the greatest things of early SWAT3 was that the missions placed some “mission” specifics in a normal set of spawn points, then placed other stuff in more random locations. No playing from memory, you know X, Y, and Z are choke points, you know hostages may be on Level 2, but only the machine knows what you will find in between ^_^.

HUD:

A customizable hud, the ability o change colors and whats on it works best.

The ability to have a small tactical map or SAI like element is ideal. Having helmet cameras and UAV feeds available and the ability to reorganize the HUD and toggle cams on/off based on position in the team — is even more fun 😉

Cross hairs should be used but be able to be disabled (I for one prefer no cross hairs on my HUD, unless I’ve got grenades). Iron sights and scopes should work on every weapon available but allow for proper shooting. In CQB, you don’t aim with the sights for every shot, learn how to use the weapon.

When it comes to ammo counts, I think the traditional rounds in the magazine counter is nice, although not really necessary once you get used to how the game tunes the rates of fire. What is important is knowing how much ammo you have left. I love how SWAT4 implements it, you know how many rounds are in your current magazine. You can see how many magazines you have on the HUD and how “relatively” full they are. Magazine based ammo tracking is much more accurate the the old NNN total rounds remaining ammo counter anyway.

I think moving some features that would really improve the value of a HUD, into a separate “PDA” screen would be useful. B ecause then one could really stretch things to realistic limits, targeting people like Robocop or a T-800 are a bit futher off for most troops in the 21st Century.