If you dont control where those 3-5 rounds go, it isn't.
you'll say but they shoot back, so you move around those projectiles and still play it like a shooting gallery, just while avoiding some 'rocks' in your way.
You can establish those ranges better through bullet drop and/or travel time. You could also just have a strict max range.
"Why are these two guns separated only by degree of randomization and fall-off?"
(a game) had non-randomized shotgun spread and it works just fine
"Why are these two guns separated only by degree of randomization and fall-off?"
(a game) had non-randomized shotgun spread and it works just fine
editing gravity is a really bad idea. everything should be affected by local gravity by the same amount. there is no logical comprehension to everything randomly being affected by gravity at a different strength.
because whatever game that is wants to have more than one Weapon per Archetype. otherwise your best case is having 2, maybe 3/4 Weapons per Archetype. and then you're just making clones.
Fixed Spread on a Shotgun is a major Exploit. ex. why did absolutely everybody choose Shotgun and Sniper Rifle in Halo Multiplayer? because the first time around the Shotgun had Fixed Spread and was therefore literally a better Assault Rifle than an Assault Rifle (even though the Assault Rifle in Halo had significant Spread in order to Range limit it to not out performing DMR's and potentially Sniper Rifles). so it was a superior Close Range Weapon, AND Medium Range Weapon.
ranges where Projectiles magically disappear is not engaging, it means that you count the nanometers between you and your target and if it exceeds that number never even consider engaging. when in a Skill based game even in a non ideal situation you may engage outside of your effective Range, for reasons other than winning a firefight.
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the 'simple as possible' you're looking for, only works when the intention is to have a very small set of choices for Weapons. where you don't have to worry about differentiation because you have like, one Assault Rifle, one SMG, one Rocket Launcher, one Shotgun, Et Cetera.
but if you want to have a large plethora of Weapon content, you can't have just one Weapon per Archetype because you want more things than that physically supports.
and again, you're fine with Counter Strike, except it has random Spread too. i already explained this, and for some reason it's okay there, in a game purpose built to be an E-Sport, but you have the audacity to suggest that Spread is some demon?
when any good game is doing similar things, where Spread mechanics are used to make shooting more engaging than holding the trigger down?
you've decided a thing is always bad because it can be bad, but you're simultaneously okay with it when it's implemented correctly which is exactly what is being suggested in the first place.
black swans do not matter in a Skill Based session. Killing someone by Randomization outside of effective Range 1/100 times doesn't matter when you lost the other 99/100.
you're off your rocker. if you're not going to listen sobeit, i've explained.