Things Id Like To See In A Super Realistic Fps
<div class="IPBDescription">Why? B/c I like very realistic gaming.</div> meh I was bored so yea here goes.
1. When I look down I want to see feet! or better off why not my entire front chest etc.
2. No more tight roping. Can you really sprint full out on an electric wire?
3. Realistic Grenade physics. Grenades dont kill with nice cool looking firey explosions. They kill with fragments of shrapnel. Out to 25 yards if in an open area.
Plus If you toss a frag nade into a narrow hallway, the shrapnel blast will conform to the hallway and shrapnel will go even farther. Basically anything in the hallway is screwed.
4. Magazine stacking. Lets have indiviual magazines. Not a general ammo counter. Rainbow 6 does this very well. If you shoot off half a magazine and then reload, well you stil have 1/2 a magazine left. None of this magical always reloading fresh clips.
5. Carry a realistic amount of weaponry. because I know all of you guys can carry a heavy crowbar, 2 pistols, an SMG, spare ammo, several grenades, more grenades, rocket launcher with spare rockets, fancy sci fi weapons, shot gun, crossbow, spare bolts,spare shells, as well as a wide variety of explosives and still be able to sprint all over the world.
6. It might be nice to be able to design your characters load out for games either single or mp. You have a screen with a pic of your avatars body and then you can go down a list and outfit your avatar with everything from tacticle holsters, shoulder holsters, primary and secondary, even 3rd backup gun, etc. Which types, where and how many spare magazine pouches you want etc. All your gear, nightvison etc. This would add a great level of immersion in my opinion. Before each mission you recieve your goals and then load yourself out accordingly. The more crap you stick on the more it might affect your manuverability, noise, etc.
Also it would force you to greatly strategise on how you want to play in a mission.
7. Realistic Reload times and actions. its often the small details that make a game so great. I mean yea people can drop a magazine and slam in a fresh one pretty darn fast if they practice alot, but really, lets not for get to pull the slide back after you do. How does that NS pistol get the first round chambered anyways? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Also if you draw your weapon for the first time, sure lets **** it etc. But if you put it away again before you have to reload, the next time you draw it you should not have to go through the action of chambering another round. b/c one is already chambered. Is this really that hard to code?
8. They should code in weapon jamming in as well. You could have this happen at random times. However you could code in variables that might increase the probability of a weapo jam such as prolonged full auto fire, or if you suddenly fall into a mud pit.
9. Stop nerfing/exagerating weapons. There are many guns for many purposes and let me say it again. There are LOTS of guns. Suited for all variety of tasks.
Look at CS for example, for all the stressed "realism" the game advertises, there weapon models couldnt be more messed up.
Just b/c a 9mm is smaller than a .45 doesnt mean its a pea shooter. And likewise, jsut becasue its called a "ballistic" shield doesnt mean that it can stop hundreds or rounds of full auto 7.62 or .233 ammo rounds hitting it. Which leads me too player damage. That needs some work as well.
maybe make it that if you get hit in the arm or shoulder you cant aim as well or use that arm at all. Your weapon will have to switch to another hand. Does playing with Left handed models in NS or DOD aggrivate you? Well guess what, suddenly haveing to shoot with your weak hand can and does happen in combat.
Likewise you take a hit in your leg, start hobbling.
10. Raqdoll phyics, its almost like the bodies are made up of totally rubber joints. We all know that if youve ever whacked your arm or caught a limb somewhere, yea it hurts, and if youve ever broken a leg or arm yea it hurts. But hey how many of us have ever fallen down the stairs as a little kid? Or anywhere for that matter? Did all of arms and legs suddenly twist and break and bend in every unatural position possible? Most likely not. Which brings me to number 11.
11. Gibbing. Why? Unless you drop a pile of grenades over somone or do something REALLY extreme, people dont gib. They might lose an arm but its reall hard to blow someone to nothing with an SMG.
12. Weapon recoil. Speaks for itself, If anyone here has ever fired a hand gun you might know that the average gun fight involving a handgun 90% of the time takes place in a range of less then 10 feet. And Most handguns and the people shooting them in combat situations never hit anything over 25 feet away.
So with these facts in mind it might clear Sam Shepards handgunning skills up a few notches. Considering how close you have to get with a pistol in Splinter Cell is pretty much how it is in reality.
Just think of how these changes would effect multiplayer, With all these things going.
its easy to die in real life. In reality you dont really see a whole lot of soldiers ramobing around the battle field. Thats jsut being silly now.
But in terms of recoil, combat stress, cover etc its really hard to kill an enemy combantent in real life.
Consider this, in the Vietnam War it was estimated that it usualy took around fifty-two thousand bullets to score one kill in regular infantry units.
Ive always been a realism freak so well. meh. maybe a really realistc game will come by someday. If you ever see me in DoD, chances are you will find me under cover giving supressive fire for the rest of my team. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
1. When I look down I want to see feet! or better off why not my entire front chest etc.
2. No more tight roping. Can you really sprint full out on an electric wire?
3. Realistic Grenade physics. Grenades dont kill with nice cool looking firey explosions. They kill with fragments of shrapnel. Out to 25 yards if in an open area.
Plus If you toss a frag nade into a narrow hallway, the shrapnel blast will conform to the hallway and shrapnel will go even farther. Basically anything in the hallway is screwed.
4. Magazine stacking. Lets have indiviual magazines. Not a general ammo counter. Rainbow 6 does this very well. If you shoot off half a magazine and then reload, well you stil have 1/2 a magazine left. None of this magical always reloading fresh clips.
5. Carry a realistic amount of weaponry. because I know all of you guys can carry a heavy crowbar, 2 pistols, an SMG, spare ammo, several grenades, more grenades, rocket launcher with spare rockets, fancy sci fi weapons, shot gun, crossbow, spare bolts,spare shells, as well as a wide variety of explosives and still be able to sprint all over the world.
6. It might be nice to be able to design your characters load out for games either single or mp. You have a screen with a pic of your avatars body and then you can go down a list and outfit your avatar with everything from tacticle holsters, shoulder holsters, primary and secondary, even 3rd backup gun, etc. Which types, where and how many spare magazine pouches you want etc. All your gear, nightvison etc. This would add a great level of immersion in my opinion. Before each mission you recieve your goals and then load yourself out accordingly. The more crap you stick on the more it might affect your manuverability, noise, etc.
Also it would force you to greatly strategise on how you want to play in a mission.
7. Realistic Reload times and actions. its often the small details that make a game so great. I mean yea people can drop a magazine and slam in a fresh one pretty darn fast if they practice alot, but really, lets not for get to pull the slide back after you do. How does that NS pistol get the first round chambered anyways? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Also if you draw your weapon for the first time, sure lets **** it etc. But if you put it away again before you have to reload, the next time you draw it you should not have to go through the action of chambering another round. b/c one is already chambered. Is this really that hard to code?
8. They should code in weapon jamming in as well. You could have this happen at random times. However you could code in variables that might increase the probability of a weapo jam such as prolonged full auto fire, or if you suddenly fall into a mud pit.
9. Stop nerfing/exagerating weapons. There are many guns for many purposes and let me say it again. There are LOTS of guns. Suited for all variety of tasks.
Look at CS for example, for all the stressed "realism" the game advertises, there weapon models couldnt be more messed up.
Just b/c a 9mm is smaller than a .45 doesnt mean its a pea shooter. And likewise, jsut becasue its called a "ballistic" shield doesnt mean that it can stop hundreds or rounds of full auto 7.62 or .233 ammo rounds hitting it. Which leads me too player damage. That needs some work as well.
maybe make it that if you get hit in the arm or shoulder you cant aim as well or use that arm at all. Your weapon will have to switch to another hand. Does playing with Left handed models in NS or DOD aggrivate you? Well guess what, suddenly haveing to shoot with your weak hand can and does happen in combat.
Likewise you take a hit in your leg, start hobbling.
10. Raqdoll phyics, its almost like the bodies are made up of totally rubber joints. We all know that if youve ever whacked your arm or caught a limb somewhere, yea it hurts, and if youve ever broken a leg or arm yea it hurts. But hey how many of us have ever fallen down the stairs as a little kid? Or anywhere for that matter? Did all of arms and legs suddenly twist and break and bend in every unatural position possible? Most likely not. Which brings me to number 11.
11. Gibbing. Why? Unless you drop a pile of grenades over somone or do something REALLY extreme, people dont gib. They might lose an arm but its reall hard to blow someone to nothing with an SMG.
12. Weapon recoil. Speaks for itself, If anyone here has ever fired a hand gun you might know that the average gun fight involving a handgun 90% of the time takes place in a range of less then 10 feet. And Most handguns and the people shooting them in combat situations never hit anything over 25 feet away.
So with these facts in mind it might clear Sam Shepards handgunning skills up a few notches. Considering how close you have to get with a pistol in Splinter Cell is pretty much how it is in reality.
Just think of how these changes would effect multiplayer, With all these things going.
its easy to die in real life. In reality you dont really see a whole lot of soldiers ramobing around the battle field. Thats jsut being silly now.
But in terms of recoil, combat stress, cover etc its really hard to kill an enemy combantent in real life.
Consider this, in the Vietnam War it was estimated that it usualy took around fifty-two thousand bullets to score one kill in regular infantry units.
Ive always been a realism freak so well. meh. maybe a really realistc game will come by someday. If you ever see me in DoD, chances are you will find me under cover giving supressive fire for the rest of my team. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
2. you'd have to map out the contact points for the feet, and this would affect everything you do when you move. or you could just set the "minimum walk space" to a more reasonable amount, but then you'd still be complaining of lack of realism.
3. Ok
4. A lot of games have this, it's not hard to put in. It's really up to the designer.
5. See 4.
6. Combined with 5, esp in games like Urban Terror etc
7. Yeah
8. I disagree with this one. Should we also have to exercise, eat, sleep, go to the toilet, take panadols [herron <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->] after every firefight, check for sickness, lose health for random stumbling? I think random gun jamming would be taking it a bit far. Maybe on a lesser level like 'you have to keep your gun out of water/mud', but it doesn't really add anything to the game.
9. Ok, realism > gameplay, but ok.
9b. A lot of effort would be put into this, and it'd be hard to deal with because it's not the natural "oh that leg is wounded, let's put more pressure on the other leg", you'd have to change your entire playing style for a wound, and have to learn about 10 different ones for each different wound area
10. yup. soon.
11. I don't think it's even used anymore.
12. Yup.
I don't know of ANY person in the world that can climb a ladder with just his feet.
In almost all FPS games I know of you just move into the ladder and whether you face up or down, that direction you will climb, EVEN with a heavy weapon in your hands.
(I'll add more when I come up with it..)
the pressure is also a major killer in the kill zone.. 15 yards is the casualty range of the M67 fragmentation grenade. 5 yards is the kill zone.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->8. They should code in weapon jamming in as well. You could have this happen at random times. However you could code in variables that might increase the probability of a weapo jam such as prolonged full auto fire, or if you suddenly fall into a mud pit.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->stoppages are in no way "random".. the ONLY reason this should happen is harsh field conditions: sand, etc.. in urban settings, cleaner settings, there really should not be any stoppages unless the weapon you're using is a slingshot.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->12. Weapon recoil. Speaks for itself, If anyone here has ever fired a hand gun you might know that the average gun fight involving a handgun 90% of the time takes place in a range of less then 10 feet. And Most handguns and the people shooting them in combat situations never hit anything over 25 feet away.
So with these facts in mind it might clear Sam Shepards handgunning skills up a few notches. Considering how close you have to get with a pistol in Splinter Cell is pretty much how it is in reality.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
did you mean sam fisher? if so, no, sam is still a f*ing wristless wonder. a skilled shooter with a good 9mm can connect the dots at 25 feet. in military training, there are pistol qualifications you must meet to even CARRY the weapon in the field, including but not limited to hitting something at 25 feet. so unless the "super realistic fps" you're considering will involve civilians who've never fired a weapon before (sam fisher), trained military personnel will be able to hit things out to 25 feet and more.
as for the rest of your ideas, they all sound pretty much like Hostile Intent. HI will take on whole new dimensions using the Source engine.. so keep a close eye on it.
As such, added grittyness is pretty fun though. An awesome game would be one where you can lie amongst the bodies hoping to feign deathr, use random objects for melee weaponry (Oh lookie, a door!) and not to mention pull a McGuyver and fashion a handgrenade out of a bag of chocolate chips and a used condom.
That sort of thing would be fun. But timesinking into a game, having to exercise and whatnot isn't very exciting. You won't literally feel like the character anyway, because you're still just a player infront of a screen.
most of that stuff is ok - but perfect realism would make for an incredibly slow and tedious game...
Most of the problems there can be equated as the fault of the combination of video game induced invincibility, and the ability for players to run and gun that pretty much every game includes.
If a player is effectively invincible the way all players are in a VG enviornment, they are simply not going to play like humans, they will play like rambo. They might die alot of times, but you really only need a good gamble to pay off one or two times to break even, or better. This combined with the fact that in most video games your character is able to run and gun to no end, and if worse comes to worst, they most likely just have to stop and drop to a ducking position to take a good panic shot. If a player is able to effectively defend themselfs while running, they are more likely to take make the high risk moves, because if worse comes to worse they still have a chance at getting the kill, making the high risk move that they are making because they don't fear death, effectively much less high risk on top of all other things. The final factor as I see it, that I didn't mention before, is the lack of effective cover in 99% of shooter games. IRL, if you drop to prone practically anywhere you are all but impossible to hit. Any grass or shrubbery can hide you from the shooter's view, indoors, beds charis and other furniture can act as an increadible cover system, heck, at a decent range, a guy hiding behind a street curb becomes an almost invisable target. If game engines would do a better job of rendering and representing cover, realistic fire fights, where players are legitimately pinned down by another players FOV, would be much more common and realisticly done.
*points to sig*
Oh, and the NS pistol rounds are chambered by nanites, I thought everyone knew that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
my framerate being higher then 12 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> cuz we all know in real life you do not have frame skip
It may not have all the list but its a damn sight more realistic than pretty much everything.
It may not have all the list but its a damn sight more realistic than pretty much everything.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What he said just what i was thinking. Cant wait for ofp 2 <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
It may not have all the list but its a damn sight more realistic than pretty much everything.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What he said just what i was thinking. Cant wait for ofp 2 <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
pfft i cant wait for real life v 1.3 they say new patch will add admin mod <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Despite boasting large scale, highly detailed and physically simulated levels (impressive for 1999), the game was totally let down by its 'unique' interface.
Basically to do anything in the game (including picking up weapons) you had to physically move your charactors arm into the correct position and grasp the object. Then there are a bunch of seperate commands for moving the various joints of your arm to manipulate the held object. Its insane!
The following shots are taken from this demo:
<a href='http://www.fileplanet.com/files/10000/11067.shtml' target='_blank'>http://www.fileplanet.com/files/10000/11067.shtml</a>
<img src='http://www.planethalflife.com/si/pika/chaos/tresspasser/tresspasser01.jpg' border='0' alt='user posted image' />
Top to Bottom: dinosaurs in the distance, an UZI, and your er.. chest (the tattoo heart represents health)
<img src='http://www.planethalflife.com/si/pika/chaos/tresspasser/tresspasser02.jpg' border='0' alt='user posted image' />
Holding left mouse depoys 'The Arm' [tm]
<img src='http://www.planethalflife.com/si/pika/chaos/tresspasser/tresspasser03.jpg' border='0' alt='user posted image' />
Pressing right mouse picks up the object. You aim through the iron sights (Hostile Intent, eat your heart out!).
<img src='http://www.planethalflife.com/si/pika/chaos/tresspasser/tresspasser04.jpg' border='0' alt='user posted image' />
Holding "rotate arm" lets you tilt the Uzi with the mouse until its in perfect 'Gansta Stylee' mode.
<img src='http://www.planethalflife.com/si/pika/chaos/tresspasser/tresspasser05.jpg' border='0' alt='user posted image' />
Holding "rotate wrist" lets you turn the Uzi in another direction. Unfortunetly, it wont let you point it towards your face <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<img src='http://www.planethalflife.com/si/pika/chaos/tresspasser/tresspasser06.jpg' border='0' alt='user posted image' />
You wont be able to aim effectively with this stance, but your treated to a good look at the crappy muzzle flash effect instead.
<img src='http://www.planethalflife.com/si/pika/chaos/tresspasser/tresspasser07.jpg' border='0' alt='user posted image' />
Ammo level is indicated by your charactor voice ("4 shots left" etc). There is no reloading. When your ammo runs out, you simply throw it away. Also, you can only carry 2 weapons. One can be holstered, the other is carried in your hands.
<img src='http://www.planethalflife.com/si/pika/chaos/tresspasser/tresspasser08.jpg' border='0' alt='user posted image' />
Shooting this cabin makes it topple down the hill...
<img src='http://www.planethalflife.com/si/pika/chaos/tresspasser/tresspasser09.jpg' border='0' alt='user posted image' />
...allowing you to desend safely to the ground. Talk about ahead of its time! Its taken 5 years for games to start using physics in this way.
<img src='http://www.planethalflife.com/si/pika/chaos/tresspasser/tresspasser10.jpg' border='0' alt='user posted image' />
Running into an obstruction such as this post will make you drop your weapon. Realism to this level really sucks sometimes.
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Hi Zig!
Law enforcement qualify every year with handguns. In pretty much the same way as military. Proably more so b/c out on the street the handgun is in most occassions the primary weapon. When is the last time you saw a cop on normal patrol walking around with an M16? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
You shoot from 5 meters out to 25 meters. During the process there are various points were you must shoot with both your weak hand and your strong hand as well as from "barricated" postions. Shooting from behind cover.
Scoreing is out of around 300 rounds. You have to have at least 84% proficentcy with a handgun and its 80% with a shotgun. That includes a low light shoot as well. Sometimes there are others b/c some deparments might have MP5s or M4s or whatever in their cars instead of shotguns,
However I would like to point out that its been repeatedly proven over history that more training often does not equate to better shooting. And just remember, a fair amount of police officers (especailly now adays) have a lot of ex military personell amongst their ranks.
However keeping what I just said in mind, when it comes right down too it. this international study says it all.
Morrison, Greg & Bryan Vila. (1997). "Police Handgun Qualification: Practical Measure or Aimless Activity?" Policing: An International Journal of Police Strategies and Management 21(3): 510-33.
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However, there seems to be a consensus among practitioners and researchers alike that police marksmanship in real-life (scene of a crime) situations is less than desirable, something along the order of one hit for every six shots. This means that in gunfighting with actual criminals, the average police officer effectiveness is at the level of 17% proficiency. This is much less, as you will have noticed, than the 84% proficiency level required for qualification in police training. It also illustrates the problem, that real-life situations are so vastly different from training situations.
One might ask at this point if police officers are such bad shooters in real life, how good are the criminals? As far as determining the average proficiency of armed criminals, researchers typically distinguish between determined adversaries and ordinary adversaries. Most police encounters involve ordinary adversaries - those criminals who are on unfamiliar territory themselves, and typically firing shots over their shoulder while fleeing. From what limited research exists, we know that the average ordinary adversary effectiveness is something around the order of 10% proficiency. The proficiency of determined adversaries is presumably higher. It may or may not be reassuring that, in real-life situations, criminals are only 7% worse shooters than police.
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PS Zig, out of curiosisty I dont know if the marines do this, but many if not all law enforcment officers usualy have the opertunity/possiblity to go to special combat/defensive shooting schools where they learn more advanced combat training sush as Extreme close in shooting, CQB etc. Does everyone get this option in the marines? Or do you do just the basic quilfication for handguns course?
Despite boasting large scale, highly detailed and physically simulated levels (impressive for 1999), the game was totally let down by its 'unique' interface.
Basically to do anything in the game (including picking up weapons) you had to physically move your charactors arm into the correct position and grasp the object. Then there are a bunch of seperate commands for moving the various joints of your arm to manipulate the held object. Its insane!
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Heh, yeah, I had a friend who had that back then; he didn't realise the main character was a woman until about 15 minutes into the game when he looked down and went "OMG, BOOBIES!"
Easy.. Watch it, when you fire the last round the chamber doesn't return to it's normal position. This means when i clip is slammed in it allows the chamber to return to it's normal position without having to be cocked
You would have loved Trespasser :P
[edit]
Nevermind, UKchaos beat me to it. I should really read the threads before posting... heh.
[/edit]
I personally want a super-realistic game that isn't "Ultra-Realistic"- aka, I don't want this **** that says I can't shoot. Frankly, if you give me a rifle, I'll shoot it. Weapons don't jam in perfect conditions once a clip. A M16 IRL will hit what is in the iron sight crosshairs. I hate these games that assume that realism means guns are practically worthless and that the human body can't run faster than 1.5mph just because they have over 100 lb. of equipment. For God's sake, I'm a overweight weightlifter at my school, and running with 100 lbs of stuff will tire me out, but a jog or a brisk walk doesn't do anything. Let alone if I was a army elite.
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gg over-estimation
One might ask at this point if police officers are such bad shooters in real life, how good are the criminals? As far as determining the average proficiency of armed criminals, researchers typically distinguish between determined adversaries and ordinary adversaries. Most police encounters involve ordinary adversaries - those criminals who are on unfamiliar territory themselves, and typically firing shots over their shoulder while fleeing. From what limited research exists, we know that the average ordinary adversary effectiveness is something around the order of 10% proficiency. The proficiency of determined adversaries is presumably higher. It may or may not be reassuring that, in real-life situations, criminals are only 7% worse shooters than police.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
IRL fire fights, panic generally sets in and it becomes a competition of who can throw the fire fastest. If the police wanted better preformance IRL situations, they would train their guys to fire with proficiant accuracy as fast as friggin possible. Anyone can put hits on a target with reasonable time to set up a shot, but when copious ammounts of hot lead are coming at you, your sence of reasonble time goes out the window really fast, and your desire to throw copious ammounts of hot lead back at your target goes through the roof. There is really no way at all to simulate this in game.
you've seriously gotta be sh*tting me.. read my post over again. i have never, do not ever, and WILL never advocate for Sam Fisher's aim..