Recon Unit

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[tR]Greasy_Mullet
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Recon Unit

Post by [tR]Greasy_Mullet »

One aspect that I think could be really well done would be Snipers/Recon class. Imagine having to spend some serious time setting up a shot. Now imagine hidden far removed from the action and relaying information on troop movements back to your team.

Here is how I would like to see it work. Since you can pair up into squads, give the sniper a two man squad. Call it the recon unit. Both players would benefit when they are close together for Sniping. On could act as a spotter and the other the shooter. The spotter would be able to give distances to the target that would relay into the scope of the shooter, perhaps even giving a bonus to accuracy.

For the shooter you could simulate the real effects a sniper would go through. Such as breathing. Anyone who has ever shot competitively knows that breathing is key to your shot. This would be an easy translation into the game. Simply have the scope figure 8 and then a breath meter to the side. As the shooter has been laying down, his breathing will steady. As it steadies, so does the rifle. Accuracy increases at the end of the breath and he holds it for a second or two before taking a new breath. During that time would be the most accurate shot.

Anyway this could be built on but it is a basic idea for improving this class and making it more team oriented. I would like to simulate trigger pull (squeeze) but I have no idea how to convert that over and make it work right without seriously sacrificing game play. The possibilities are endless. What do you guys think?
Black Beret
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Post by Black Beret »

Thanks for your suggestion.
ArchEnemy
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Post by ArchEnemy »

hmmm but doesnt a sniper work alone?
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Black Beret
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Post by Black Beret »

[R-DEV wrote:ArchEnemy]hmmm but doesnt a sniper work alone?
Of course not.
Hoss
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Post by Hoss »

For the shooter you could simulate the real effects a sniper would go through. Such as breathing. Anyone who has ever shot competitively knows that breathing is key to your shot. This would be an easy translation into the game. Simply have the scope figure 8 and then a breath meter to the side. As the shooter has been laying down, his breathing will steady. As it steadies, so does the rifle. Accuracy increases at the end of the breath and he holds it for a second or two before taking a new breath. During that time would be the most accurate shot.

There could be a bar moving up and down simulating a breathing "pattern". More you move, the faster it goes. Would be similar to a kicker in a Madden football game. lol

Someone was telling me about a game (not sure which) that when you were under fire you had some sort of "panic" rating (similar to the breath one) as someone fired on you it helped simulate that you were under fire and could not return fire with good accuracy. Similar idea, not sure how fun/implementable either idea it is.
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[tR]Greasy_Mullet
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Post by [tR]Greasy_Mullet »

Well as prone your breathing bar would start high and come down slowly. Once it gets to the end of the bar it holds for 2-3 seconds. At that spot is the best shot you can take. After the 2-3 seconds is up, the bar goes back to the top. So it could be a lot like madden. But it should be slow and smooth.
BlakeJr
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Post by BlakeJr »

There does not have to be a bar at all. Make the model move with a "breathing pattern" and then when you aim you could click and hold the right mouse button to simulate holding your breath.
When you do that the motion of the aimed view will stabilize to allow for that perfect shot. :D
If you hold your breath for too long the aimed view will start to weave again until you release the RMB for a few seconds to catch your breath.
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bleachy
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Post by bleachy »

BlakeJr wrote:There does not have to be a bar at all. Make the model move with a "breathing pattern" and then when you aim you could click and hold the right mouse button to simulate holding your breath.
When you do that the motion of the aimed view will stabilize to allow for that perfect shot. :D
If you hold your breath for too long the aimed view will start to weave again until you release the RMB for a few seconds to catch your breath.
Great Idea!!

I've been wanting that(or something similar) in a game for the longest time.
BlakeJr
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Post by BlakeJr »

bleachy wrote:
BlakeJr wrote:There does not have to be a bar at all. Make the model move with a "breathing pattern" and then when you aim you could click and hold the right mouse button to simulate holding your breath.
When you do that the motion of the aimed view will stabilize to allow for that perfect shot. :D
If you hold your breath for too long the aimed view will start to weave again until you release the RMB for a few seconds to catch your breath.
Great Idea!!

I've been wanting that(or something similar) in a game for the longest time.
Try Infiltration for Unreal Tournament. That's where I got "my" idea. :wink:
Linkage : --> http://infiltration.sentrystudios.net/
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Hoss
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Post by Hoss »

Cool, I'll DL infiltration thjis afternoon and give it a whirl. A few minutes left of DC final right now :wink:
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ArchEnemy
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Post by ArchEnemy »

i just feel so sick right now that i gave my unreal tournament too a friend :S
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[tR]Greasy_Mullet
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Post by [tR]Greasy_Mullet »

Well my idea was to make it natural breathing without a lot of direct control from the user. Right click should be reserved for using the scope. Want to make it as realistic as possible without effecting game play.
Black Beret
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Post by Black Beret »

Guys, don't worry about the "sniping" area of the mod.

It has been discussed numerous times in various topics, and I have given the same answer more than once.

Here's one of them:

http://reality.dc-nc.com/forum/viewtopic.php?t=365
Wolfmaster
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Post by Wolfmaster »

[tR wrote:Greasy_Mullet]Well my idea was to make it natural breathing without a lot of direct control from the user. Right click should be reserved for using the scope. Want to make it as realistic as possible without effecting game play.
Yeah, but isn't it realistic to be able to hold your breath? I think so. But about the right click you're right. It should be another key, like H = hold breath.
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BlakeJr
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Post by BlakeJr »

Wolfmaster wrote:
[tR wrote:Greasy_Mullet]Well my idea was to make it natural breathing without a lot of direct control from the user. Right click should be reserved for using the scope. Want to make it as realistic as possible without effecting game play.
Yeah, but isn't it realistic to be able to hold your breath? I think so. But about the right click you're right. It should be another key, like H = hold breath.
The way it is implemented in infiltration is very intuitive. right click once to aim then right click and HOLD to hold breath. It's very smooth and easy to learn and best of all; You don't need to map another key for that function! :D
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[tR]Greasy_Mullet
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Post by [tR]Greasy_Mullet »

Sweet!
ArchEnemy
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Post by ArchEnemy »

Only that the bf engine isnt a c++ based engine, hmmm but keys as "left shift" seems ok for this kind of exercise (pink)
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Silverwolf
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Post by Silverwolf »

u can hold ur breath in FarCry as well, very helpful when doing long distance shots. In FarCry it doesn't just steady ur aim, it also increases ur maximum zoom when scoped in, uses a seperate button.
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marto
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Post by marto »

best game ever
*drools on shirt*
Silverwolf
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Post by Silverwolf »

definately set the standard for water effects, some nice singleplayer AI to
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