Should 1-person or 2-person indie make multiplayer FPS game

It is obvious @hongwaixuexi only wants to be told what he already believes and isn’t interested in anything critical. When his FPS with survival mechanics shoe horned in is finished and does as well sales wise as you can expect, maybe then he will be actually open to advice. But for now everyone is wasting their time.

The great secret of any mechanics (and resources) in your game is that they are pacing management, what’s the intended pace of the game? What’s the intended experience?
Problem with (slow) fishing mechanics, it makes you open to being shoot. Which bring some question:

  • how fast do you die (player might avoid fishing if you die too fast)
  • how long is a session (even 30mn makes fishing too much)
  • do you have permadeath, persistence or is it a reseted world like in fortnite?
  • If persistance, what happen when the player disconnect?
  • How you prevent hoarding of powzer in persistant game?
  • at what speed switching mode (fishing to shooting for example) to react to event
  • can fish be kill with gun (rendering the fishing mechanics obsolete)?
  • What are the other type of resources for hunger, which one is faster to harvest, what are the comparative adventage of each one?
    etc …