Post Thumbnail

Sniper Elite 4 Analysis and Improvement Scenarios

Author:British War Wolf Ziming Wang

Contents


1. Highlights Design

1.1 Marking System

Players can use binoculars to mark enemies in sight to obtain information about the enemy: enemy troop type, enemy facing, enemy status, and real-time location. Players collect this information to better enhance their success in combat: choose the order of kills, how to kill, and where to kill.

The binocular can be freely scaled magnification and will not be detected by the enemy, and in the process of observation can slow down the negative effect of the previous sniper’s heart rate too fast, through the combat tutorials to allow players to develop a “mark - sniper - mark” fighting style, to provide players with a tight and slow alternating heart flow experience.

1.2 Close Up of The Kill

The kill shot mechanic is the game’s positive feedback for the player’s high-quality shooting: the player can see the “bullet time” in which their bullets hit the enemy’s parts, detonate the oil barrel next to them, or shoot the gunman in the carriage through the gap of the tank …… The game is paused during the kill close-up, so players don’t need to worry about whether their sneak will be discovered or not, and just enjoy the image of the fallen enemy. Some special kills will reward players with more kill experience, and players will be driven to find ways to achieve various kills to gain experience and new close-up visuals.

击杀特写图片

1.3 AI Behavior

AI behavior on top of the regular patrol, pursuit, and combat additional distinctions in the behavior of soldiers: officer NPCs can give orders to the soldier NPCs under their leadership and direct them to search the target area in an orderly manner; rocket troopers will fire in the direction of the enemy after learning their specific position; scouts can locate our lurking position faster; snipers can conceal their position well and snipe when we are exposed. The various AI behaviors in this game are in line with the players' expectations of the behavior of their profession.

One point worth singling out is that when the enemy is sniped by our silenced bullets, they do not know the player’s exact position, and will follow the officer’s instructions to aim and scout in one direction (usually the wrong direction). If the player kills their front row of enemies with silenced bullets, they will continue to aim in the direction they are currently aiming (which is still the wrong direction), but if the player kills their back row of enemies, they will modify the direction they are currently aiming and aim in the opposite direction. Cause the enemies don’t know the exact location of the player, they choose a direction they think the player should be into aim; if the enemies’ front row is killed and the back row is unharmed, of course, the enemies will think their judgment is correct and the player is in front; but if their front row is unharmed and the back row is killed, then, of course, the enemies will think their previous judgment was wrong and the player was in the opposite direction.

1.4 Props Design

For example, there was a soldier who had a brief biography that said he was “at odds with his wife”, and he was found with a letter from his wife who had been cheated on; the sniper at the Alagara Fortress was found with a letter from his body who wanted to avenge the death of the sniper we killed earlier. The design of these letters and props and brief biographies gives players the experience of “they are just NPCs, but designed to be anthropomorphized.

2. Improvement Scenarios

2.1 Level Ability

Sniper Elite 4 is a game with individual heroism, the character single-handedly, with his power to destroy the secret plans of the Nazi army. But the game’s player-level ability design does not magnify and highlight the work of the protagonist’s power: after reaching the specified level, the player can make a second choice of abilities, but these abilities do not significantly enhance the player’s combat experience, and even sometimes do not feel the ability to bring the player a bonus.

I think it is entirely possible to make three skill trees: sniper proficiency, sneaking proficiency, and military proficiency. The sniper proficiency skill tree can significantly improve the player’s sniping experience: improve the rate of breath hold, speed up the rate of sniper rifle ammunition change, improve the accuracy of aiming when down, carry more silenced ammunition, etc.; sneaking proficiency skill tree can significantly improve the player’s sneaking experience (Assassin’s Creed WWII version): significantly improve the rate of crouching, melee kills, carrying corpses, reduce the probability of melee kills being heard by others, melee kills faster, etc.; military proficiency can significantly improve the player’s first gun experience: reduce the rate of heart rate increase while running, reduce the player’s speed of being killed in the melee. The military mastery can greatly improve the player’s gun experience: reduce the rate of a heart rate increase when the player is running, reduce the damage taken by the player when he is shot, and increase the maximum number of bullets that the player can carry with his submachine gun, increase the player’s running speed, etc.

Players can get skill points when they upgrade, allowing them to freely choose the direction of proficiency, and each direction will give them a different game experience.

2.2 Gun Cultivation

There are many types of sniper rifles in the game, but as an average player, I can’t feel the difference in shooting feel between different models of the same type of firearm, and the higher threshold of firearm upgrades leads me to choose a handier sniper rifle to keep playing. I think it is possible to unlock each gun, upgrade accessories, and bullets with currency, and give players currency at the end of each game based on the performance of the game, allowing players to buy new guns and get upgrades to existing guns.