The camera effects in earlier versions of TC where random, and did not turn the Players point of aim to, or toward the shooter. Similarly all screen effects: blackout, tunnel effects, splatter are/where obstructive effects and the exact opposit of what I'm suggesting. Precise, carefully damped camera vection that turns the
fired-on Players perspective and point of aim in the direction of the Shooter, perhaps using the '
free-look' system already in the game that could optionally snap back, will give Players instant, proprioceptive cues to reveal the shooter's position in a more realistic and timely fashion obviating FHD, rather then any fudge and blood which increase FHD.
The only reason I even mentioned DOF and Blur is because so many seem to like these effects, which are camera lens effects and have no place in FPS games as far as any science or my preferences are concerned. But if you have to clog up the screen with cartoon fudge, it might as well be an effect that helps the player spot his attacker like a DOF effect that focuses on the attacker, rather then a splatter of crap that obfuscates him unrealistically and increases FHD.
Delayed damage effects could also be very good; both in terms of realism and game-play, but are a bit counterintuitive in terms of realism depending on what you're hit with. By way of example damage from a 12g up close is typically a show stopper, but a ranged hit and some people don't notice anything but a '
hot' sensation for hours or until a visit with a Medic and the extent of the damage is revealed. Similarly large caliber jacketed ammunition at close range can make clean entry-to-exit wounds that do little in the way of damage, inflicting pain or slowing down a corporally trained Operator -- and smaller caliber hollow tip ammunition to the face from beyond what's considered the effective range of the round can stop someone cold.
