Most of this has already been discussed and addressed in the thread or title topic post; but it is a long thread, and you make good points so here goes:
solodude23 wrote:
Different levels of grunts/visual change/physical restrictions depending on how injured you are.
Exit Ballistics, the science of critical, lethal and casual effects of being injured by bullets is a very individual and non-specific; ie. in the real world there is no consistent respone to similar projectile wound, and rarely are projectile wounds the same. The differences can in fact be dramatic but summarily combatants are either able to fight and move, or casually wounded and immobile, or dead. There is no real world consistent model of combat effectivenss that a bar graph of health is even remotely analogous to.
Summarily there is no need for silly and histrionic imparment features, many are hit by large caliber rounds and don't even feel it for hours, others are critically incapacatated by the same wound... The damage model in Bf2 is simplistic and doesn't warrant artificial imparment as after being hit you are that much closer to being a casualty and are already at a substantially realistic disadvantage that is to scale with the rest of what the game is able to offer.
Summarily: no display or effects needed; what so ever for correct scale realism exit ballistic casual or lethal injury...
solodude23 wrote:The ability to look at your magazines or something of that sort.
While Bf2 has the portal technology, it would probably be impossible to mod such a feature in; but a vastly more realistic analog then is currently implemented can be
easily achieved.
The only time you know exactly how many rounds of ammo are in your magazine are when you take it out and look, or if you've been counting (as most experienced
Men-Of-War do).
All that has to be done is include the mag and bullet count on the main map display rather then in the HUD; this makes the machinery and exercise of doing a munitions inventory totally to scale with the real effort, distraction and time it takes to do it in the real world.
solodude23 wrote:No mini-map, just your normal map. I agree hoak's map ideas.
Yup! It has absolutely no place in a tactical realism game that offers all the telemetry on the main map. The profound effects on increasing realisme are exhaustively discussed elsewhere in the thread.
This is probably one of, if not
the most important changes to the HUD for a substantial improvement realism, that would dramatically improve game-play and can be
very easily achieved -- in fact there are several ways to accomplish it and one can even yield improved frame rate on some systmes.
solodude23 wrote:With the fire mode indicator, I have no idea. In real life its as easy as the touch of the fire mode indicator with your thumb. You practically do know this at all times.
The only time you should see fire mode displayed is when you change it; this feature functionality is already in Bf2...
solodude23 wrote:Stamina bar replaced with breathing/grunting, which gets heavier the less stamin you have.
Absolutely! Already in the game, there's no need for magical absolute stamina telemetry as real human stamina (especially in combat) is
never absolute; ie. you never know you're 72.5% exhausted.
Many realism games have a stamina system but no graphic HUD stamina representation, and only one simple breathing phase, and it works just fine!
solodude23 wrote:Score only shows when you hold down the Tab button.
Absolutely! In the real world progress and intelligence regarding the achievement of an objective is
fuzzy in the best of circumstances, and never something you know instantly, in absolutes, in real-time.
I forget who it was earlier in the thread who suggested it; but the suggestion was to just put all the weapon and munitions counters in the big map view, so you had to toggle it, and ditch the HUD in entire. This would be very easy to achieve; it just moving some script and assets and perhaps recompiling some Flash -- no new art assets need be created, and the outcome would be an astounding improvement.
