Debriefing > Impressions & Feedback
[suggestion]Shooting Range
coolDisguise:
Well, good question.
There are 2 possible answers to this, leading to the same conclusion, I think.
If they would aim to remake without adding anything, I guess they wouldn't.
-> But GE: S already has other added stuff, that really does fit in there.
If you think of PD as GE64 #2, when the team had learned from their previous release (as you can read on some sites the team was inexperienced when they made GE64 because for most of them this was their first commercial game) they added it.
So either way you COULD justify it.
Question is: would you?
In any case it does not REALLY matter to me, just some idea I had that I thought I might suggest. ;-)
kraid:
Hmmm... this could be a part of MI6 Headquarters (if there'll be a SP).
Mangley:
You're supposed to be a highly trained 00-agent. Why would you need to use a shooting range?
It's very gimmicky. Many games use shooting ranges for training and it's quite unnecessary. Understanding how the weapons handle just takes some common sense and a glance at the controls.
Well designed shooter games don't require it, and actually incorporate the training into the progressive gameplay. Take HL2 for example, once you get the pistol the level progresses, gradually introducing you to easy enemies like scanners and metrocops and mechanics like shooting gas barrels and gradually amps it up.
Shooting simple targets that don't shoot back or dodge does nothing to prepare you for facing other players.
I'm not saying it's a terrible idea, but I think it has no place in Goldeneye, it would stick out like a sore thumb.
coolDisguise:
Well, wasn't agent Dark also supposed to be a highly trained agent?
And yet it was there, also this VR training area thingy.
Maybe I'm not that good at fps in general, but I for example have problems getting used to TF2 - and it's something I'd appreciate in there, because if you're always getting killed almost instantly, you don't have much time to learn about your weapons.
And it seems, there are players who get the exact same experience in GE: S.
You're absolutely right about that HL2 example, that's also why it came to my mind in the first place. But HL2 can take its time to introduce weapons and mechanics one after another due to being a SP game.
And that's my point - it's not only about shooting movable or immovable targets but also getting to know features like exploding your remote mines in mid-air, getting to know which weapons can penetrate, timing exploding stuff or stacking rolling explosions to your advantage.
I know, this stuff IS well documented (->wiki) and you COULD test it yourself locally if you wanted to, but honestly.... few new players do that. There are many who join a server, play for a few hours and then eventually discover there's an aim mode they could use - or ragequit before.
Well, I'm repeating myself there - I guess our opinions concerning fitting in are clearly stated.
Let's see whether it's given a shot or not. ;-)
InvertedShadow:
I, for one, like this idea.
The perfect dark shooting range wasn't required for training or anything, it was just a little extra they threw in. And the shooting range was pretty fancy with moving/spinning targets, goals for each weapon, etc.
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