you eventually learn how to operate the game and you can perform reliably.
inversely, if your shot consists of point at him and click on him, what do you gain from that?
1. You can't perform reliably if your output is determined randomly
2. I never said point and click. Did you forget my position or are you intentionally strawmanning?
without any of these systems every Weapon is nearly equally effective at every task, which is in effect a game with very little Skill involved. RE: this is not an insult, this is a statement.
Go learn how to play AFPS'. You can have multiple roles without resorting to RNG (though some games still do, generally for spawn weapons that end up being piss-poor or overpowered in team modes)
clicking on people or slowly pulling your mouse down does not represent Skill.
Congrats for attacking a position that isn't my own
being able to place yourself in the appropriate location that you should be at, using your Tools at the right times, moving quickly when you should and aiming accurately when you should, outplaying your opponent strategically, Et Cetera is how you play Skillfully.
All of those are present in the system I proposed
RE: moving slower does not make you an easier target. consistently moving slower does. your movement speed being more varied strategically - like a Skilled Player would be doing, makes you the hardest to hit of all. because you're harder to track - because your movement rate is sporadic.
If I know you have to slow down for an attack, I can anticipate that. Moving from cover to cover quickly and efficiently presents a much harder target to hit
i've already clearly explained that these systems aren't there to represent reality(because none of it is, guns represented realistically makes for a fairly flat game), they are there to make Shooting more than Duck Hunt where you can move.
Again, Duck Hunt is a hitscan game. I've not once proposed that every gun fire like a Q3 rail
ofcourse not, but you also don't accidentally lose either. both of you take your Railgun shot at the same time (because that's everyones' Primary Weapon), and whoever shot a couple Milliseconds earlier is who wins.
You wanna test that theory out?
I can tell you've spent next to no time in the game, because even low-tier players (I'm not particularly high up the ladder myself) understand that the rail is not the be-all and end-all of duel. In QL, the lightning gun is the primary weapon. In CPM, the rocket launcher is the primary weapon. In OG Quake (QuakeNet or QuakeWorld) there is no railgun
You lose in Quake because you fucked up. An opponent can be placed in a slightly less awful scenario after death dependent on spawn, but depending on the spawn system you can influence that as well. Everything past your starting position after every frag is ultimately determined by player actions
if, you missed Shots due to Spread, that means you weren't within the Parameters of that Weapon. because you had no Trigger Discipline and were just clicking on someone as much as possible.
It means that the parameters of a weapon are defined by stats moreso than skill. In CPM, given enough skill, I could, in theory, melt someone with the Plasma Gun at range. It's not going to happen unless they travel in a straight line due to travel time and the level of tracking required, but should I fire the gun, it's my skill that determines the hits (unless you're playing at extreme ranges, in which case there's enough deviation in shots to make a difference) not a dice roller attached to idtech3
the exact systems i'm suggesting to basically copy/paste shamelessly, still lets your... Machine Pistol hit from a Kilometer away. but only at a much lower effective Rate of Fire than it's capable of. this limits the effectiveness of your Weapon at that Range, because you're not supposed to be using it there.
Your weapon effectiveness can be limited outside of dice rolls
you can still create Black Swans with it like you want to, but such events don't determine the outcome of a session. they just don't. like i said, i'll make you win 1/100 times but you already lost plenty.
that's why Competitive Tournaments have many stages, so that regardless of what game it is, to ensure that Black Swans don't skew outcomes. because even in your beloved Arena Shooters, there are Black Swans.
Being slightly out of optimal range is not a black swan scenario. Being forced to engage at range due to incoming fire is not a black swan scenario. This is an open world game and you wont always get to choose your range. A squad with a metric asston of firepower out in the open is not going to be counterable when your options are short range spray and pray weaponry. If your solution to that is "don't use or make short range weapons" then we're massively cutting down on viable options for combat
And having more matches doesn't decrease the chances of that last shot being down to luck. At best you'll get a lucky spawn in CPM and grab yellow before the other guy gets there... which is a whole extra rocket's worth of damage. After you've been fragged, your opponent should be grabbing red and mega, meaning he's going to have a 50 armor and 100 health stack on you, with his armor affecting a 1:3 hp:armor damage ratio to your 1:2. If he fucks up you can swing it and get a few conversion frags, but it's not going to make that much of a difference otherwise.
Also you keep talking about unpredictability. That should come from the target. You could also add gun-based unpredictability by having it randomly jam, but I somewhat doubt you'd consider suddenly not being able to fire a matter of skill.