Let's re-imagine the action genre.
Overview
Name: Double Action? The Last Action Shooter? Ballistic? Triple Impact? Trigger Happy? F. A. G. ?
Engine: Unreal? Source?
Price: FREE!
Contributions: Uncompensated! (Except name in credits obviously.)
Boosting/Exploits: Absolutely none!
Core Team: Small
Design thoughts
RANGE BALANCE
Adjacent: Melee wins. Attacking someone with a gun causes view knocking and accuracy to drop, so hitting the melee user becomes difficult.
Close: Pistols win. The extra mobility and stunting gives pistols the close-range advantage.
Medium: SMG/Shotgun wins.
Long: Rifles win. Aim-in.
Close Combat:
You need to close range, but the benefit is more mobility. In close range unarmed has an advantage, in medium or long range it is ineffective. Stamina bar is a strong consideration, spam it too much and you lose damage or maybe speed. Stronger attacks leave weaknesses, and do not disarm. NO EXPLOITS WHATSOEVER. Perhaps melee attacks cause wild inaccuracies or view knocking/blurring to give melee the close range advantage.
Pistols:
Still pretty fast but not as much firepower. Can disarm other weapons. High/med/low stunts
Rifles:
Can't be disarmed as easily, but can't disarm others, and of course make the player very slow. Long range advantage. Only low stunts. Strong consideration for some sort of aim-in feature.
SMG:
Much like pistols but auto and only med/low stunts.
Shotguns:
Close range advantage, but pretty slow and useless long range.
Disarming:
Only if you're very close to your victim. Stuns the victim for a moment, no attacks or weapon draws during this time. It's risky to close distance to go for the disarm, but it pays off with a half second of advantage. Perhaps a special button is designated for disarming, which for the heavier weapons becomes only a stock attack.
Slow Motion:
With powerups as before. Consideration to change the "1 slow second per kill" to "1 slow second per stunt kill" or something similar, to avoid winners-keep-winning. Meter instead?
Universal Meter:
Actions you take fill up the meter (kill w/ stunt, etc) When the meter gets full enough you can activate it for a powerup of your choosing. "Adrenaline Rush" (speed and superjump) "Time Control" (slowmo) "In The Zone" (melee strength) and "Second Wind" (health regen)
Stunts:
Unified stunt button. No high/med/low stunts. All stunts available to everybody.
Moving + jump + stunt button: Dive
Moving + crouch + stunt button: Roll
Hold stunt button after dive or roll: Stay in prone (This is opposite from TS I think)
Moving + stunt button: Straight to slide
Only stunt button: Straight to prone
Scoring:
Separate kill and score counts.
Game Modes:
Bounty Hunting mode? Spend Money to Make Money? Grab The Cash And Run? Cops and Robbers? Mookmatch? Inception Mode? Pair-up Mode, all players split into pairs?
From TS: The One Mode, CTB
Story:
Individual for each map. Window comes up after the MOTD showing the story.
RP and Fu servers:
Crawl in a hole and die.
Other stuff:
Perks system?
I'll keep the most up to date info here in this top thread. Feel free to post your ideas.