Let's imagine that I can make a dream game with the power of thought. In this article, I will describe this game as if it already exists. In short, it is similar to early PUBG, but with its own nuances.

 

The game takes place on a winter map. Most of the map is covered with a fairly thick layer of white snow, which greatly increases the readability of the picture. The black silhouette of an enemy in the distance is much easier to spot on a white uniform background. The map has many rivers, mountains and open fields, which means there are bottlenecks in which you can set up ambushes.

 

The map is divided into sectors of approximately 500 by 500 meters. The game shows the player where the north is, and also highlights the sector in which he is located. To find out your exact position, you need to put in a little effort (look around and compare it with what is shown on the map).

 

In any online shooter, the player sooner or later has a desire to score more frags. But I want this to be a game about survival, not about dominance. Therefore, killing other players is not only not encouraged, but even punished.

 

A player who has killed more than two people receives the status of "villain". The sector in which the villain is located is shown to all other players on the server. At the same time, the villain periodically gives away his exact position (for example, laughs loudly). This turns the hunter into a victim and demotivates aggressive behavior.

 

There are no nonsense like bicycles, drones, legal map hacks, spare parachutes and resurrections in the game. There are cars, but only a few of them and they are quite useless (they do not have gas by default and are easy to destroy). The gameplay mainly consists of traveling around the world.

 

I consider the healing system in PUBG to be ideal, so here it is about the same. The only difference is that the first aid kit does not allow you to get more than 50% hp (in PUBG it is about 70%).

 

The blue zone kills in two seconds. If you drink a boost beforehand, then in three. The rules by which the blue zone works are similar to that children's game in which you need to sit on a chair in time (there are fewer chairs than players). It looks something like this. The match is divided into rounds. At the beginning of each round, safe zones spawn in random places on the map. There are two times fewer safe zones than players. They are very small in size, about the same as the final circles in PUBG. For about half a minute before the end of the round, the blue zone is activated.

 

If the circle is somewhere in the city, then it would be reasonable to run into it in advance and take up defense on the second floor of some house. If the circle is in the forest, then perhaps, on the contrary, it makes sense to run there at the last moment to have a tactical advantage over someone who ran there in advance. If the circle spawned in an empty field, then it is better to ignore it.

 

There is very little loot in the game, about the same as there was in early PUBG. Players can't jump out of windows or climb over high fences (so that you can predict the enemy's actions). But it’s possible to jump over small fences (knee-deep).

 

The aiming system is vaguely reminiscent of what was in SWAT 4. Namely, any sharp movement of the mouse leads to defocusing and the inability to shoot accurately. This means that you need to aim in advance at the place where the person will run. At the same time, the hitboxes themselves can be made much larger than usual to make it easier to hit. Such a system will significantly reduce the importance of aiming skill.

 

The game has a simplified thirst system like in DayZ. Each player has a bottle of water. You need to drink water sometimes, otherwise you will die. There are quite a few wells on the map from which you can collect water. You can also find pills that allow you to purify water collected from dirty sources (swamps, rivers).

 

It is quite easy to find a sedative in the game. If you do not take it, then the shooting accuracy will be poor in any case. If the player is motionless, then the sedative lasts much longer. The idea is that if a player has successfully predicted in advance that there will be a shootout, he will take a sedative and thus gain a tactical advantage.

 

The game has a pretty big emphasis on grenades. In addition to the usual grenades (frag, smoke, flash, fake shots, Molotov cocktail) there are also some pretty exotic grenades. The kinetic grenade throws people and objects quite a distance away. The soundproof grenade spawns a circular area with a radius of 100 meters that does not emit sounds. The Ribbentrop cocktail spawns a large puddle of sticky mucus with a diameter of about 25 meters. The fog grenade spawns a dense fog in a radius of 50 meters.

 

I also have some other ideas, but I'm tired of writing all this. The main idea of ​​the game is that it should be a slightly improved clone of early PUBG. Most of these ideas would likely be met with negative feedback (such as punishing frags and a weird shooting system), so the game probably would not be commercially successful.