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Stop-and-pop

About

In shooter games, this term refers to a gameplay mechanic that doesn't allow players to fire a type of weapon while moving, but instead forced them to stop and shoot, with crates and corners providing cover for the player character to pop out from and fire his weapon.
--- Auto-Generated Description ---
This diagram is a simulation of a shooting scenario in a game setting where a player and an enemy take turns shooting at each other. It models the mechanics of shooting, tracking hits and misses, and the impact of player strategies (like standing still for better accuracy) on the outcome of each shot. The diagram includes pools representing the states "Run," "Gun," as well as separate pools for tracking "Hit" and "Miss" outcomes both from the player and the enemy. Gates are utilized to simulate the decision-making process and the chance elements of shooting, such as the probability of hitting or missing a shot. Sources labeled "Enemy shots" and "Player shots" generate resources that flow through the system, simulating the act of taking shots. The impact of player actions on shot outcomes is modeled through state connections that modify the probabilities of hitting or missing based on the player's decision to move or stand still. The diagram dynamically represents the tension between mobility for defense and accuracy for offence, encapsulating key strategic decisions in a combat scenario.

Tags

glossarymechanicplaystylegameplayskillCombatgame designbehavior
Edited more than 1 year ago
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