Re: Designing an Audio FPS

I would actually strongly suggest keeping as close to mainstream as possible and only using the most necessary of audio aids.  People in this community who really enjoy FPS's and have played more mainstream ones seem to really dislike most audio FPS tropes and styling.
So I would say that mouse and ideally controller support is a must, and that aiming should not be overly easy but mostly up to the player's skill.
Use of cover, dodging/rolling rather than jumping if evasion is allowed, and aiming on the vertical angles are all things we've been missing so far for the most part.


We've also had problems with item hoarding and over powered griefers in the past with more strategy focused FPS's thanks to the small size of the community, so I feel like an arena style shooter or at least something where you always lose your stuff when you die, their are caps on HP and ammo if you allow pickups, and powerful weapons also have penalties like slower movement speed or reduced awareness would help with that.
Using a loadout system where equipment choices are unlocked based on experience from kills (and other experienced players give you much more of a reward than newbies do) would also be good, especially if everyone was reset every couple weeks or something.
If any teamplay element comes in at some point in development, using a system where the person with the most/least kills on a team gets switched to the other one every round would definitely help avoid unfair matchups.
Also keep in mind that aside from the first month or so of open online play, you are unlikely to get more than say 10 active people on the server at once most days from my experience.  So using a lobby system and keeping map sizes down could help with that.  We also have allot of people who tend to just sit around and chat, which is okay of course but can impact server speed and cost, so an auto kick feature for people who aren't joining a game or for games that aren't progressing in any way after a time would probably be helpful.


Aside from these things, I would really suggest talking to some blind people who have played mainstream FPS's and see what they want.  I can't give you much more info as I never have my self unfortunately...

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