ONLY TRUE Way to encourage team work
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Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
ONLY TRUE Way to encourage team work
HAVING INJURIES RESULTING FROM BULLETS TO THE LEGS AND THE ARMS. THE AFFECT OF THESE INJURIES WILL BE THE INABILITY TO FIRE A WEAPON AND THE LOSS OR COMPLETE LOSS OF MOVEMENT.
PLEASE READ THE FOLLOWING: you will have to rely on medics more often because there will be a state between death (re-spawning) and having little health (with no affect on your level of performance) in which medics will be able to heal you.
During this state the soldier will be incapable of fighting properly and being able to move around the battlefield easily.
To become injured a certain number of bullets (could be 1-3) must strike the soldier any where on the arms of legs. This reflects modern warfare where modern body armour provides considerably protection from a lot of threats but leaves the limbs exposed to them as well. This results in many non- critical injures that immobilise the soldier and leave him often defenceless.
To enhance this idea, the body armour you where must react realistically to hits. This means that it provides the soldier with complete protection against a certain number of rounds (with ceramic plate this would be around three 7.62mm rounds) but would then mean the following rounds would face little resistance, resulting most probability in death.
However medics will be able to patch the wound up and return to the soldier to his normal level of performance. But this will take a fairly long length of time (around 5 – 15 seconds). This is not a major part but helps to make the injury more serious for the player.
FINALLY: This will encourage team work because soldiers will at some points becoming completely reliant on medics. Lone wolfs will find themselves stranded in the battlefield, unable to do anything, left with only 2 options: hope a medic finds you or SUICIDE. Soldiers will stick together better in teams because of the fear of being stranded in the battlefield with only one emotion – BORDOM.
TO IMPLEMENT THIS:
A new set of animation will be required – limping with one leg, crawling with no legs, and the loss of 1 / 2 arms, and the medic’s actions of pretending to layer bandages over the wounded soldiers legs/ arms.
EXTRA POINTS (will be updated as new idea arise)
IF the arms is shot, the soldier will drops his weapon
After a certain time of being wounded the soldier will die (defibrillator can be used then) This time will be affected by the number of wounds (1-4) and the more the soldier has the less time he has got to live (time could range from around 5 – 1.5 minutes). This is realistic because it represents the loss of blood.
PLEASE READ THE FOLLOWING: you will have to rely on medics more often because there will be a state between death (re-spawning) and having little health (with no affect on your level of performance) in which medics will be able to heal you.
During this state the soldier will be incapable of fighting properly and being able to move around the battlefield easily.
To become injured a certain number of bullets (could be 1-3) must strike the soldier any where on the arms of legs. This reflects modern warfare where modern body armour provides considerably protection from a lot of threats but leaves the limbs exposed to them as well. This results in many non- critical injures that immobilise the soldier and leave him often defenceless.
To enhance this idea, the body armour you where must react realistically to hits. This means that it provides the soldier with complete protection against a certain number of rounds (with ceramic plate this would be around three 7.62mm rounds) but would then mean the following rounds would face little resistance, resulting most probability in death.
However medics will be able to patch the wound up and return to the soldier to his normal level of performance. But this will take a fairly long length of time (around 5 – 15 seconds). This is not a major part but helps to make the injury more serious for the player.
FINALLY: This will encourage team work because soldiers will at some points becoming completely reliant on medics. Lone wolfs will find themselves stranded in the battlefield, unable to do anything, left with only 2 options: hope a medic finds you or SUICIDE. Soldiers will stick together better in teams because of the fear of being stranded in the battlefield with only one emotion – BORDOM.
TO IMPLEMENT THIS:
A new set of animation will be required – limping with one leg, crawling with no legs, and the loss of 1 / 2 arms, and the medic’s actions of pretending to layer bandages over the wounded soldiers legs/ arms.
EXTRA POINTS (will be updated as new idea arise)
IF the arms is shot, the soldier will drops his weapon
After a certain time of being wounded the soldier will die (defibrillator can be used then) This time will be affected by the number of wounds (1-4) and the more the soldier has the less time he has got to live (time could range from around 5 – 1.5 minutes). This is realistic because it represents the loss of blood.
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
location specific hit effects are so far not possible in the engine, at least with player models, as far as i am aware. dropping the gun is impossible... it would have to be dropping the whole kit, unless we have some crazy creative idea.
This idea is great, but i doubt it is possible. Sure, ideally, after an arm shot you are less accurate and after a leg shot you cant move as well,m and their are accompanying animaitons for everything, but it just isn't possible to do i dont think
This idea is great, but i doubt it is possible. Sure, ideally, after an arm shot you are less accurate and after a leg shot you cant move as well,m and their are accompanying animaitons for everything, but it just isn't possible to do i dont think

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lonelyjew
- Posts: 3176
- Joined: 2005-12-19 03:39
I posted something like this a while back to the same response. Yes, it would be very cool to have location specific damage that would not do any direct health damage outside bleading, but would only effect performace, but it seems to be impossible. It would be awsome if a graze did little/nothing, a minor hit resulted in a loss of accuracy/speed(limp), a major hit resulted in a disabled limb which if it's an arm you must rely on your side arm, if it's your leg you are forced to the ground and must crawl.
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beta
- Posts: 274
- Joined: 2005-12-26 05:50
There are other ways to encourage teamwork ...
They might not all be as effective but there ARE other ways, compare PR to vanilla, more teamwork in PR yet this system is NOT implemented.
They might not all be as effective but there ARE other ways, compare PR to vanilla, more teamwork in PR yet this system is NOT implemented.
Depends what kind of "technology" you're using, Operation Flashpoint (released June 2001) had location specific damage, headshot, leg shot (crawling only), arm shot (aim because very hard), torso shot (usually 1 hit kill, this was the 80s, no standard body armour).using 5 year old technology and its most likely improbable to have this done.
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Cerberus
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Top_Cat_AxJnAt
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beta
- Posts: 274
- Joined: 2005-12-26 05:50
Enh, looks are all well and good, but when it comes right down to it, the gameplay is what counts (and the replayability).
OFP has this coming out of the ***, thats why I've re-installed it 3 times now ...
Whenever I get bored of the current generation of shooters/whatever I install OFP and think: "Can't wait till the next version of this comes out ..."
Good thing its almost Q2 2006
OFP has this coming out of the ***, thats why I've re-installed it 3 times now ...
Whenever I get bored of the current generation of shooters/whatever I install OFP and think: "Can't wait till the next version of this comes out ..."
Good thing its almost Q2 2006
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G.Drew
- Posts: 4417
- Joined: 2006-04-30 23:02
tho theres OFP Mk2!'[R-PUB wrote:Cerberus']Operation Flashpoint was ****ing brilliant
I can't believe there are no games since OFP that feature extremely similar features
Armed Assault


[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
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Cerberus
- Posts: 2727
- Joined: 2005-11-15 22:24
Man, this topic is ancient.
Anyway, I don't think Topcat's idea is possible to implement, and it's not gonna fix the problem that is a lack of teamwork. Just because the medic has something to do to occupy his time does not mean there is automatically going to be teamwork
Anyway, I don't think Topcat's idea is possible to implement, and it's not gonna fix the problem that is a lack of teamwork. Just because the medic has something to do to occupy his time does not mean there is automatically going to be teamwork
"Practice proves more than theory, in any case."
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Lucractius
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[BiM]Black7
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Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
o, i remember that, OFP was my first first ever PC game i got, i am:
a) - pround becuase even when i did not know what a CD key code was, I Knew OPF was going to be a good, very good game
b) happy, because it gave me a lot of fun, and i got a taste war PC REALITY war games that has never left me!!!!
LOL, i thought this thread was long long dead!
a) - pround becuase even when i did not know what a CD key code was, I Knew OPF was going to be a good, very good game
b) happy, because it gave me a lot of fun, and i got a taste war PC REALITY war games that has never left me!!!!
LOL, i thought this thread was long long dead!

