Hi,
I’m working on a project to design an ‘FPS Trainer’. I know the obvious answer here is "Practice, Practice, Practice.." but try to think outside of the box here. It’s going to be a web-based game to help develop the skills necessary to compete in popular FPS titles like UT, QL etc.
…an accessible browser-based multiplayer game combining an innovative coaching system with a community-based website and social networking features.
The objective of the game is for players to rapidly improve their FPS skills and knowledge through sound training methods and helpful coaching. Players will be able to rapidly progress and become more proficient in popular multiplayer FPS titles such as Quake Live, Unreal Tournament, Halo etc. The idea being that if you can master the basics of FPS deathmatch, you will be able to carry those skills into other games. As you progress you will also learn about the deeper strategic elements of FPS gaming that can bridge the gap between beginner and intermediate, onto advanced and professional levels of play.
Now, we all know that although the game physics, item timings, layouts, weapon characteristics and so on, all vary from game to game, the general makeup remains similar in 1on1 modes. Each interpretation usually has a time limit, is won by frags, has a power up/armour pickup system and various weapons. The weapons have short/med/long range uses and we can see similarities from title to title. Due to this, there are certain skill sets that carry from game to game..
Now, before anyone gets the wrong idea. This is not going to be a full competitive game like Quake Live. Think of it more like a training centre, with customizable features to help practice elements from the game of your choice in a separate 3D world.
Something like this can only be good for deathmatch gaming. We all know about the dwindling player numbers.. So I'd like to discuss any ideas you have regarding features and what people would like to see included.
I'm well aware most people here are more than comfortable with the basics of 1on1, so I'm talking about the deeper levels of strategy like positioning, setting traps, timing multiple items etc and how you think those could be taught outside of playing the actual game itself.
For example; timing specific modes, movement modes (think more about positioning rather than strafe jumping etc), peer coaching etc
I'll probably keep editing this post to try and make it a bit more understandable, so bear with me. :)
I’m working on a project to design an ‘FPS Trainer’. I know the obvious answer here is "Practice, Practice, Practice.." but try to think outside of the box here. It’s going to be a web-based game to help develop the skills necessary to compete in popular FPS titles like UT, QL etc.
…an accessible browser-based multiplayer game combining an innovative coaching system with a community-based website and social networking features.
The objective of the game is for players to rapidly improve their FPS skills and knowledge through sound training methods and helpful coaching. Players will be able to rapidly progress and become more proficient in popular multiplayer FPS titles such as Quake Live, Unreal Tournament, Halo etc. The idea being that if you can master the basics of FPS deathmatch, you will be able to carry those skills into other games. As you progress you will also learn about the deeper strategic elements of FPS gaming that can bridge the gap between beginner and intermediate, onto advanced and professional levels of play.
Now, we all know that although the game physics, item timings, layouts, weapon characteristics and so on, all vary from game to game, the general makeup remains similar in 1on1 modes. Each interpretation usually has a time limit, is won by frags, has a power up/armour pickup system and various weapons. The weapons have short/med/long range uses and we can see similarities from title to title. Due to this, there are certain skill sets that carry from game to game..
Now, before anyone gets the wrong idea. This is not going to be a full competitive game like Quake Live. Think of it more like a training centre, with customizable features to help practice elements from the game of your choice in a separate 3D world.
Something like this can only be good for deathmatch gaming. We all know about the dwindling player numbers.. So I'd like to discuss any ideas you have regarding features and what people would like to see included.
I'm well aware most people here are more than comfortable with the basics of 1on1, so I'm talking about the deeper levels of strategy like positioning, setting traps, timing multiple items etc and how you think those could be taught outside of playing the actual game itself.
For example; timing specific modes, movement modes (think more about positioning rather than strafe jumping etc), peer coaching etc
I'll probably keep editing this post to try and make it a bit more understandable, so bear with me. :)
Edited by astz! at 09:00 CDT, 15 September 2010 - 12361 Hits