[QUOTE=BioSnark;404717]Question for everyone using the term “lotto/lottery” with regards to spread.
Would each shot being represented as a damage cone with higher damage numbers in the center and drop-off on the edges be more acceptable? Is the randomness your issue with spread or is it that it alters the skill curve or both? Or would this change be too obvious of an abstraction of a bullet? Just wondering.[/quote]
So instead of firing a hitscan projectile that hits or misses, you fire a damage wavepacket and you pick the highest damage that enters the hitbox? That way you don’t get random vanishing bullets, and if your aim is on target you get the maximum damage potential.
That would work, because the same damage distribution would exist even in small samples. I still think it’s a bit screwy, because it messes with hit feedback and still lowers the skill ceiling*, but not nearly as much as typical spread.
*EDIT: Actually hmm, it works more like a compression of damage output rather than blunting the skill ceiling. It’d make for an interesting game mode.
EDIT2: If you had the total damage under the distribution curve be equal, then moving about would smear that curve out? So if you were crouching and scoped, you’d need to be on target to get high damage, but if you were jumping over boxes you’d be doing less damage per shot, but wouldn’t need to aim so accurately?
That might cause issues. Would need a lot of careful balancing.