Feature Request: FR DUMMIE 2.0
Problem: Mobility plays an increasingly out-sized role in Apex Legends fights, yet many (if not most) players have difficulty combining movement and fire (especially on consoles). Despite the demonstrated benefits of having jumping and running targets to practice against (see Rogue Company, COD), AL has no realistic movements in the firing range. While it may be possible to practice against teammates, this approach has many practical limits and does not offer the precise repeatability needed to hone certain skills.
However, if the firing-range dummies were to move better, how should they move?
Solution: Upgrade the firing range to allow players to "activate" the static target dummies, and set them moving on user-defined paths using a Wattson-style way-point system.
By leveraging existing UX and AI assets, this would revolutionize the utility of the firing range with minimal additional development cost. It would be a boon to both solo and team practice sessions, providing a simple and powerful way for players to communicate strategies by plotting, observing, refining, and sharing repeatable patterns.
Mock-up:
- User approaches DUMMIE, is prompted to press "use" key to activate the DUMMIE.
- Waypoint AI is activated, allowing user to place a reasonably limited sequence of way-point nodes following the conventions of Wattson's fence placement UI/UX.
- DUMMIE re-spawns at the first node, and runs from node-to-node until it reaches the last in the sequence and reverses course ("ping-pong" sequencing). This pattern repeats until the DUMMIE is killed and re-spawns at the first node.
- Waypoints may be removed. A sequenced DUMMIE resets to normal when all waypoints are removed. Dummies with a single waypoint stand still, or may dodge and juke when fired at.
Rationale:
It's easy. Most of the assets needed to build this already exist. Most players are already familiar with the essential UX/UI conventions, and the solution would extend the pathing and movement heuristics that the dummies already use. Since the system doesn't have robust AI, it should be lightweight on the client/server landscape as well.
It's needed. Apex game play is increasingly dynamic and vertical, and the current solution doesn't address this effectively. While some players have improvised imaginative approaches to target practice, it is still difficult or impossible to simulate common scenarios where understanding and reacting to a nuanced, moving hitbox is key (vertical and diagonal transitions, cover, dodging, climbing, etc).
It's sustainable. Once a robust waypoint-DUMMIE system is deployed, it need only be maintained (and not redeveloped every few seasons). As AL introduces new gameplay and mechanics, players simply respond by creating new, better exercises.
It's accessible. Players new to AL and the FPS genre have a substantial skills gap to fill. Better practice equates to quicker on-boarding of new players, and should lead directly to higher player satisfaction and retention. For those with neuro/cognitive disabilities, these tools are vital for adapting to the confounding complexity of fine-motor coordination and complex sensory integration tasks (aiming + recoil control + irregularly moving targets).
It saves time. Specific practice achieves specific results in less time, compared to generalized or ill-fitting exercises. Well-defined exercises will save players time, allowing them to play more games.
- Neb