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Realistic Hit Physics

Posted: 2005-08-07 07:13
by Tactical Advantage
I remember someone talking about this in a post, but no one to my knowledge has started a post concerning this subject.

Hit Physics

As everyone knows by now, BF2 is not perfect, what I'd like to point out here is the Hit Physics in BF2, from what I've seen, there is no visual/capability effect on a player if they are hit. Hopefully all of us by now have shot someone in BF2, and the only thing that happens is they lose health. There is no falling down, stumbling, etc. I'd like to see PR incorporate something like a Ragdoll effect when someone is hit. Say you fire at a guy with an M16A2, you hit him in his right shoulder area, say when the round hits, could the player go into a ragdoll effect, so his right shoulder would be pushed back, then his body would turn slightly to the right and he would fall down. Or if he was hit in the chest, he would probably lean forward alittle and fall backward... When I fire at a guy running and hit him, I dont want to see he him keep running, I want to see him stumble and fall down. Im pretty sure you all can tell what I mean when I say visual effect of a guy getting shot.

Capability Effect

Now lets talk about the effect of someone getting shot. Currently in BF2 if your shot, pretty much nothing happens, other than your screen may go alittle fuzzy, that's a start... But for PR, I'd like to see more effect. If your hit in PR your screen should go fuzzy for awhile, and depending on where you're hit, maybe you should blackout for several seconds and then the blackness fades away slowly. Also, a decrease in Accuracy is a must. And decreases in things such as energy, say if your running, and your hit, as mentioned before, you should fall down depending on where you're hit, then after several seconds, start to regain strength and be able to get up and move under your own power, but also when you're hit, i think your energy bar should decrease, the worse the damage, the more energy you lose. Also, breathing rate should increase, therefor making it harder to stabilize your weapon... This is only a small part of what could happen when you're hit, feel free to add more because i need to hit the sack, im tired. Overall, games like Ghost Recon did a pretty nice job on hit physics capabilities wise, but still not visually(no stumbling/falling, etc. unless you shot the guy dead while he was running)

Just A Note, Please stay on topic, this is a Hit Physics Post, and I know if I dont ask people not to, it'll probably end up turning into a post on Medics and how they should heal these wounded people, and we already have a thousand Medic related post, so please keep it close to the topic, Thanks

-Tactical Advantage

Posted: 2005-08-07 13:13
by TerribleOne
Them effects would be a good visual feature if there was an animation for each hitbox but it's allot of work to be processed during a game.
Even if somthing was added on top of BF2's effects like you slow down when your being hit (like CSS) or just a few animations for the main hitboxes.

But this brings me to another part of hit physics. Vehicles. I would really like to see more hitboxes on vehicles distinguishing the wheels/tracks etc with an animation and an effect.
Not all cars have anti punchure tyres that can reinflate so i think you should be able to shoot the tyres which would cause the vehicle to slow down and be much harder to control.
Alike i also think tank tracks should be able to be blown off either from a low Anti-tank missile or anything that never quite hit the tank full brunt but managed to hit the tracks etc. The tank could still move, barly. A tank with no tracks can go virtually nowhere unless its on solid ground and this would make it an easy target while its in its stationary 'turret' mode.

Posted: 2005-08-07 17:18
by Psycho_Sam
While this notion of realistic hit effects would bring lots more realism to the game I dont think it would be a good thing. If whenever I got shot I blacked out and fell over i would soon get annoyed by this. Then it would come down to who got the first hit on the opponent. A person with a really bad aim could hot you luckily and when you would normaly return fire and kill them you would be blacked out on the floor leaving them free to kill you easily.

I think that the idea of loosing your strength would work and increasing your inaccuracy with the more damage you take. This would then make people get healed instead of fighting to the death like currently. If with decreasing health your accuracy decreases until your healed would be good. If you got shot in the arm your gonna have a **** aim until it fixed arent you?

Posted: 2005-08-07 17:23
by BrokenArrow
im gunna go with sam on this one

Posted: 2005-08-07 17:46
by BrokenArrow
3 shots in the back will be more than a tickle in PR

Posted: 2005-08-07 18:20
by Tactical Advantage
Back to blacking out, This in my opinion should be similar to Critically wounded, but instead your screen would go black, and if a medic healed you, the blackness would start to fade away, that way we wont see the medic heal someone and that someone pop up and start firing, he has to recover first. As for being hit but not critically wounded, you should collapse if the shot is placed right, a shot to the arm probably wont cause you to fall down, but it depends on the caliber to... But a shot to the chest region or legs im guessing will drop you like a bag of potatoes, but you wouldnt go blackout everytime your hit, if it's a good shot with a decent caliber rifle(.223, 7.62, etc) Your screen should go alittle blurry, but then clear up after a few seconds, and by blurry I mean to the point where everything is not crystel clear, but you can still make out certain obvious shapes, such as building's, a human figure standing in the open as long as they arnt 150 yards away, or something like that. Also, screaming of hit guys is a must as solodude said, it should add a much more dramatic/realistic feature to gameplay.

As for vehicles, as mentioned before, hit boxes are a must, in current BF2 it dont really matter where you hit them, but i would love to be able to shoot out tires on certain vehicles, and as for tank tracks, yes. Im pretty sure smaller anti-armor weapons should be able to eliminate tracks from a tank, and as stated before, if the tank is on hard ground, it should be able to move but very slowly and sluggishly, if it's on soft ground(in/near a marsh, sand, etc.) I say let it bog down and become a stationary target.

Now just one more thing... "Great, Now we have to surrender our socks..." We need sticky bombs from Saving Private Ryan, lol.

Posted: 2005-08-07 18:37
by GABBA
I say we give a player that has been hit the same affect of a grenade blowing up 5 metres away. your screen goes fuzzing and your useless for 10 seconds. But make that affect perminent untill a medic helps them.

Posted: 2005-08-07 18:54
by TerribleOne
What??? your saying if you get shot your screen should go fuzzy until your healed???

Not the way i would forsee it personally. If you get a light hit etc youd be able to stumble to cover and im allmost certain your vision/hearing would not be effected.

Posted: 2005-08-07 19:16
by BrokenArrow
i dont like the idea of blacking out, its bade enough watching the sky, how about a sort of fade in and out thing, almost like blinking youre eyes only sluggish and blurry, also itd be cool if you could look around, like youre moving your head

Posted: 2005-08-07 20:05
by BrokenArrow
yeah reading the BHD book again it had one part where a guy was hit in the helmet and survived but couldnt see temporarily

Posted: 2005-08-07 20:31
by Tactical Advantage
BrokenArrow wrote:i dont like the idea of blacking out, its bade enough watching the sky, how about a sort of fade in and out thing, almost like blinking youre eyes only sluggish and blurry, also itd be cool if you could look around, like youre moving your head
Actually, that sounds good, I like it better than Blacking out, why didnt I think of that, DUHH!!!!!

Posted: 2005-08-07 20:40
by Figisaacnewton
Okay, i support not turning this into a medic idea thread, I myself have contributed probably 100 posts on how to make an effective medic system, and how damage should work, etc.

I do agree that being hit anywhere (and you survive this hit), this should happen:

Screen all blurry
Screen darkened to the point you can only see the center of the screen (tunnel vision)
These effects go away by themselves, and by 60 seconds from the impact, you should have a completely normal screen.

That is for any sort of hit anywhere.
As for how you're aiming or moving or reload speed or whatever shold be affected, read my gigantic older posts on how all that stuff should work.

Now, this ragdoll idea. I like it, i had an idea a while back, that if you are running and shot in the leg, you are not going to flinch and keep sprinting, you are going to fall over. You could have some sort of system where you become critically wounded right when you are shot, but after about 3 seconds, you're guy recovers by himself and gets up by himself (it would be nice to see the getting up animations bf2 has, you can see them in the editor, by they are not in the game anywhere, this would be better than simply *zap* you are prone now). Maybe a sort of backwards bleeding function or something, I am not sure exactly how to imcorperate it...

This should be implemented if possible, but I am not sure that ANY shot to any part of your body would knock you over (in terms of shots that do not instantly kill you, which won't be very many). Arm shots, i don't think those would knock you down. Throw in a nice animation of you're guy grabbing his arm and screaming, and you can't shoot during this, but i don't think an arm shot will knock you on your ***. Leg shots should knock you over. Torso/chest shots that you survive I think should knock you over, a good example would be the vid of the two iraqi guys who shot the guy with the plate armor.

my 2 cents

Posted: 2005-08-07 21:32
by Tactical Advantage
Agreed with what Fig said, blurred tunnel vision would be a nice effect, and as said before, if there is any way to incorporate instant ragdoll effect when shot, that would be nice.

Posted: 2005-08-07 21:51
by Psycho_Sam
solodude23 wrote:Meh..it actually supports NOT GETTING shot more. Its very likley in PR that battles will be over longer distances a bit and most likley more teamwork-squad based. Not only would it be realistic, but imagine your squad moving along a street and all the suddenly a squad member in front of you is hit and you just see him fall over screaming.

In real life thats more the way it is though. You don't shoot some guy 3 times in the back to have him turn around and kill you as if ya just tickled him a bit. If it would be made like this, then moving slower, covering all your flanks would be alot more important. ou would easily beat the squad thats running everywhere only looking towardstheir objective.
This would slow down the game wayyyyyy to much for me to play. I dont want to compromise gameplay for the sake of realism. Realism should be included to enchance the experience not hinder it. At the end of the day it is a GAME not a simulator. :wink:

Posted: 2005-08-09 02:49
by BrokenArrow
okay, if in PR -where its probably going to be around 1-3 hits to kill someone- and you have a bead on someone from the back and you fail to take them down there is a problem with that. PR should reward good shooters -as bf2 fails to do- while still giving someone a chance to return fiire if the shooter doesnt take the advantage of having the first shots. blacking out every time you get hit would be annoying, maybe getting the blurry vision would be alright though.