So, in FPS games, there are a number of things at work that determine your accuracy, as you know.
Excuse me if these terms are something you already know.
Recoil is something you have to adjust for based on the power and rate of fire for the weapon. High power weapons usually have high recoil to reduce the time between shots that they are fired. A high rate of fire weapon has high recoil because each projectile knocks the weapon in a certain direction.
Spread is used to emulate stability of your aim. If you are running, the spread is very high, if you are walking it is low, if you are crouching it is even less and if you are prone and not moving at all it is at its lowest.
This isn't an original idea at all, but wouldn't it provide a better gameplay experience if the concept of spread was replaced with the crosshair moving around? So, if you are moving or stationary, standing straight up, crouching, prone, whatever the crosshair would be the same size. However, to do the same thing that spread does, the crosshair would move around. If you are walking at high speed the crosshair would be moving up and down, left and right. Whereever it was is where the projectile would go, and there would be no randomness or misunderstandings about where you were actually aiming. Like recoil, this would be something that the user could control more directly. With recoil you can compensate somewhat for it if you know how. With spread you can only compensate for it indirectly by reducing the randomness. With a moving crosshair, you would be able to adjust your aim to compensate for your stance or movement speed if you knew how, and there would be no "what? I had the crosshair centered on the other player, what happened?" kind of reactions.
Edit: It seems like some games, e.g. Battlefield 4, have scope sway, which is similar to this, but the scope sway is present along with spread. Also, for games where there is no crosshair or it can be disabled, the rendering of the weapon would have to realistically show that is was bobbing, which it seems to do in a fair amount of games already.
Thoughts? Comments? The only thing I can think of that might make this an issue is that having a moving object that the player constantly needs to track might be annoying or headache inducing for some, similar to motion blur effects.
Recoil is reaction between to masses departing each other, a small and a big one.
And a blast wave.
bullet mass is fraction of the gun. So the heavier the gun the smaller the bullet less recoil.
P90 and MP7 are solution to go for a high speed lighter bullet. You win les recoil and gain range.
Other solution are counter weight and muzzle brakes. KrissV out performs a Mp5 in full auto accuracy.
Barret .50 with muzzle brake is much more doable.
Big bullet more recoil heavier gun better recoil handling but less agile.
Spread is how you handling recoil and weapon stability and much more in RL but for game it would be to RPG ish.
Stress, hart beat, breathing, weapon mass. Your aim fidelity depends on weapon length. Try to keep a laser pointer steady.
Sway is natural but a short weapon has more high freq. sway then a long riffle. Which have a low freq. sway.
Because it more easy to handle small short weapon to different angle then a heavier long one.
Most rifles have barrel above center of mass so muzzle climb.
Most butt stock are below the barrel alignment so muzzle climb.
A M16 it is aligned so faster and accurate follow up shots on target.
This mean small short SMG will spray extreme.
A sniper rifle is accurate from point blank to distance in MOA but it is long so slow sway but lot less agile.
A bull pup sniper gain what agility but looses stability more high freq. sway
Recon sniper with 54kg equipment have M4 and sniper rifle and is not alone Spotter and some.
A SVU-AS make sense to. Shorter barrel although bull pup. More heavy ware out barrel. So high freq. less accurate sniper. But with full auto option. But with 7.62x54R a heavy recoil and limited mag. Suits urban DMR role best.
What I miss in games is this why have snipers sway. Why are LMG so slow.
everything has sway and Weight and blast power and length.
But some weapons have designer made smart choices or use solutions to reduce recoil and get more range.
Some weapons are just better then others.
BF4 uses the Pick up special weapons.
There is also a option to go a symmetrical warfare.
8 special forces vs 32 regular.
4spec + 8 regular + 8 indigious forces vs the same 4 + 8 + 8
To kill a special ops count as 4 kills.
special vs special count as one but non spec 1/4
So there are much more option to balance a FPS game.