Reader(s):
While I realize that some things that I shall mention below are not directly relevant to PlainShift, I think that with a little imaginative extrapolation we may find them useful nonetheless. I have also included some obvious ones in the interest of being comprehensive. With my little disclaimer out of the way, I\'ll start my list.
Each weapon should have a primary use. Further each weapon should have an actual effect other than its primary use that physically guarantees its working. Each weapon should have range; should have an attack that is affected by gravity; should have attack counterbalance; should have a unique propulsion trail such as gun powder smoke, tracer elements, atmospheric heat distortion, or siphoning and trajectory change: sometimes this propulsive effect should cause minor injury to those who enter it until it has dissipated; should have a lasting physical effect on its surroundings: for example, hot empty shells should melt snow revealing its underlying terrain, be that grass, dirt, and so forth (Something like this feature may require a fading fractal weather layer. Snow should accumulate on stationary objects and players. Rain should puddle and gradually wet dirt into mud. Wind should influence objects in its domain. Movement sounds may change based several hexadecimal weather parameters such as 3-rain A-snow 7-wind fading between sounds representing minor, moderate, high and/or no weather values.); should have occasional faulty munitions or workmanship; should have a seamless player movement affected attack; should be an encumbrance; should be optionally acquired; should have an attack that effects other attacks; should be effected by attack while attacking; should be basically player serviceable.
Respectfully:
C. M. Dratz