Run speed according to gear.
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JSteger
- Posts: 39
- Joined: 2009-02-11 21:14
Run speed according to gear.
Iraqi insurgent faster then US marine wearing 100+ lbs of gear.
Not sure on the specifics but it would add some more realism/tactics.
Not sure on the specifics but it would add some more realism/tactics.

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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: Run speed according to gear.
I think vBF2 had a system where people with more heavy stuff had less stamina, I think it could be good in PR too.

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Run speed according to gear.
I believe it's already in PR. Collaborator kits, for example, have less sprint (stamina) as far as I know.Pvt.LHeureux wrote:I think vBF2 had a system where people with more heavy stuff had less stamina, I think it could be good in PR too.
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Mj Pain
- Posts: 1036
- Joined: 2008-05-07 21:18
Re: Run speed according to gear.
Militia/insurgents used to have 30sec sprint and Conv Armies had 20sec (PR 0.7 i think). Pretty logical.
But i would like to have:
Lower max speed but more stamina for Conv Armies
Higher Maxspeed/lower stamina for insurgents
But i would like to have:
Lower max speed but more stamina for Conv Armies
Higher Maxspeed/lower stamina for insurgents
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Run speed according to gear.
I believe it's soldier related, not kit related. So when you pick up another kit, you still have the same stamina.
Correct me if I'm wrong though.
Correct me if I'm wrong though.

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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: Run speed according to gear.
I find that the current settings hit the nail on the head. Good balance between duration and recovery, but getting to the 5th bar and doing the old sprint-walk-repeat trick is still the way to go.
As for realism I find its depends on the environment, whilst Fallujah has alot of ground clutter (statics, sidewalks etc.) other open maps make it a breeze. Picking a decent route to catch up is the key.
As for realism I find its depends on the environment, whilst Fallujah has alot of ground clutter (statics, sidewalks etc.) other open maps make it a breeze. Picking a decent route to catch up is the key.
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Furst
- Posts: 196
- Joined: 2009-11-04 02:43
Re: Run speed according to gear.
id say the same... when its about the conventional armies in PR, but i dont like the INS setting that much, since i dont find it fair. the insurgents have far less stamina, something what i dont really understand.dtacs wrote:I find that the current settings hit the nail on the head.
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ChallengerCC
- Posts: 401
- Joined: 2010-08-21 10:35
Re: Run speed according to gear.
Good idea, but firstly the hitbox problem that has increased since the new running speed, should be fixed.
(white smoke when hiting the target directly but nothing happens, no damage nothing)
A nother problem is that this speed decrease the "Map-size" for infantry, because you can reach positions quicker logic or.
(it also increase action value and decreas tactic side, becasue of a lesser value of life)
The recovering from running is also in my opinion mutch to high, should take longer. That would increas the Map-size for infantry again. (when you out of breath you dont recover in 15 sec)
For coders with time:
when 80% breath then recover *2.0
when 50% breath then recover *0.5
when 1% breath then recover *0.1
(so when you run longer you need longer to recover)
Let us be honest, in PR we are 80% running and 20% walking.
In reality we are running 5% and walking 95% .
(this would increas usage of teamwork and transport APC, Helis etc.)
Different speeds for example MG, Rifleman and factions would be a cool feature.
But its not realy important or?
(white smoke when hiting the target directly but nothing happens, no damage nothing)
A nother problem is that this speed decrease the "Map-size" for infantry, because you can reach positions quicker logic or.
(it also increase action value and decreas tactic side, becasue of a lesser value of life)
The recovering from running is also in my opinion mutch to high, should take longer. That would increas the Map-size for infantry again. (when you out of breath you dont recover in 15 sec)
For coders with time:
when 80% breath then recover *2.0
when 50% breath then recover *0.5
when 1% breath then recover *0.1
(so when you run longer you need longer to recover)
Let us be honest, in PR we are 80% running and 20% walking.
In reality we are running 5% and walking 95% .
(this would increas usage of teamwork and transport APC, Helis etc.)
Different speeds for example MG, Rifleman and factions would be a cool feature.
But its not realy important or?
Last edited by ChallengerCC on 2012-04-17 15:18, edited 3 times in total.
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Mj Pain
- Posts: 1036
- Joined: 2008-05-07 21:18
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KiloJules
- Posts: 792
- Joined: 2011-03-17 18:03
Re: Run speed according to gear.
You already are AFAIK...at least: when you spawn in with collab kit and switch to let's say an AK you still have lower stamina. Same the other way around. It probably is like the face (color) that gets set when you spawn in.[R-DEV]AfterDune wrote:I believe it's soldier related, not kit related. So when you pick up another kit, you still have the same stamina.
Correct me if I'm wrong though.
Basically I was thinking the same as the OP just some days ago but a combination of the ideas of ChallengerCC and Mj Pain would be the best imo. The ideas address different issues and both factors are directly simulating the real life problem.
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FrostZeroOne
- Posts: 132
- Joined: 2012-04-05 18:32
Re: Run speed according to gear.
nuff said. bad suggestion.[R-DEV]AfterDune wrote:I believe it's soldier related, not kit related. So when you pick up another kit, you still have the same stamina.
Correct me if I'm wrong though.

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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: Run speed according to gear.
Death still costs 2 tickets, this argument is popping up in a few threads and is entirely invalid. Your life has a value of 2 tickets and possibly a crucial kit needed for the squad to succeed. If people care less about their lives does not change the value one bit, those players are just outright bad at the game and should not be used for examples when talking about balancing. The type of player that falls into this category is the newer guy who will cost their team/squad a lot with their lack of patience, the game should not be rebalanced because people can't/won't play proper.ChallengerCC wrote:(it also increase action value and decreas tactic side, becasue of a lesser value of life)

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Killer2354
- Posts: 407
- Joined: 2008-11-19 02:48
Re: Run speed according to gear.
Hitbox is never PR's fault, but the netcode of the game itselfChallengerCC wrote:Good idea, but firstly the hitbox problem that has increased since the new running speed, should be fixed.
(white smoke when hiting the target directly but nothing happens, no damage nothing)
-snip-
Anyway, I feel like sprint has reached a good median on distance, speed, and recovery. Those who say insurgents should run farther, (not faster, that would make sense actually) I don't know about your troops, but I hope my soldiers are conditioned more than civilians (or ins for that matter) are able to run for a longer amount of time, even with gear.
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Furst
- Posts: 196
- Joined: 2009-11-04 02:43
Re: Run speed according to gear.
whats a soldier without his gear? does a soldier have to wear some kind of gear to be identified as a soldier and is he then and only in this case authorized to be on an at least average level of fitness?Killer2354 wrote:Anyway, I feel like sprint has reached a good median on distance, speed, and recovery. Those who say insurgents should run farther, (not faster, that would make sense actually) I don't know about your troops, but I hope my soldiers are conditioned more than civilians (or ins for that matter) are able to run for a longer amount of time, even with gear.
is it correct to assume that all insurgents are just a bunch of wimps with the physical condition of a cucumber? is adrenaline rush something which is reserved to one certain caste?
dont get me wrong, but in my opinion we're still talking about a game which is ought to be fair and balanced, which is actually not really given in this case... if we are honest!
BUT i must admit.. this actually makes it even a challenge and forces the INS team to find alternatives. sounds also good!



