Fear and moral in the game?
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JanCold
- Posts: 1
- Joined: 2005-12-05 00:20
Fear and moral in the game?
Could it be possible to ad moral or/and fear in the game?
Meaning that under heavy fire, lack of commands, leader dead, ambush, sniper fire, artillerity, etc. would couse fear and drop of moral. Which would do something like blur vision, decreased sounds, can't fire a weapon, decreased accuracy etc.
Then ofcourse increased moral like succesfull attack, ambushing, good health, constant orders (so everyone knows what they are doing), etc. These would couse likewise effects for example increased line of sight, increased accuracy, speed, (slowmotion would be great, but too hard to do).
These are things of real world, but everyone in the game present are psychophats and don't fear anything.
Should this idea thrown in file-ö or what you think about it?
It would certainly decrease loners.
Forgot to mention: Books like ON COMBAT and ON KILLING by Col. Grossman tells lot of these things. http://www.killology.com
Meaning that under heavy fire, lack of commands, leader dead, ambush, sniper fire, artillerity, etc. would couse fear and drop of moral. Which would do something like blur vision, decreased sounds, can't fire a weapon, decreased accuracy etc.
Then ofcourse increased moral like succesfull attack, ambushing, good health, constant orders (so everyone knows what they are doing), etc. These would couse likewise effects for example increased line of sight, increased accuracy, speed, (slowmotion would be great, but too hard to do).
These are things of real world, but everyone in the game present are psychophats and don't fear anything.
Should this idea thrown in file-ö or what you think about it?
It would certainly decrease loners.
Forgot to mention: Books like ON COMBAT and ON KILLING by Col. Grossman tells lot of these things. http://www.killology.com
Last edited by JanCold on 2005-12-05 02:21, edited 1 time in total.
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JS.Fortnight.A
- Retired PR Developer
- Posts: 3469
- Joined: 2004-07-23 12:00
I would have to say that for the most part your idea is not a viable addition, this is a First Person Tactical Shooter, not an RTS game. Also I wouldn't say that all or even the majority of players out there are 'psychopaths' who just run and gun not caring about getting killed. Besides there are several other ways that we are looking into to decrease lone wolfs and boost teamwork and squads.
Last edited by JS.Fortnight.A on 2005-12-05 02:52, edited 1 time in total.
Project Reality Operations Lead v0.2-0.3


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USAF-Marshall
- Posts: 153
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visaya
- Posts: 69
- Joined: 2005-11-29 05:02
your best bet for fear/moral is to add a ripoff CEM bar like america's army. If you're shot at with bullets flying closely your accuracy is **** when firing back and the bullet whizzes are in a locked ratio to your volume so that it will be the loudest thing you hear. If you turn down your volume then its harder to hear gunshots etc.
it makes people more cautious by simulating a fear factor, i dont know how to decrease moral except maybe making spawns longer if you die too frequently (reinforcements not in a rush to fight if they know they are losing badly)
it makes people more cautious by simulating a fear factor, i dont know how to decrease moral except maybe making spawns longer if you die too frequently (reinforcements not in a rush to fight if they know they are losing badly)
Visaya - Teamwork and Realism - at all costs.
No I do not want to die playing a game (unrealism fans have been using this against me for years)
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Armand61685
- Posts: 427
- Joined: 2005-05-06 09:14
Devs: is this feasable? It sounds perfect for this mod.visaya wrote:your best bet for fear/moral is to add a ripoff CEM bar like america's army. If you're shot at with bullets flying closely your accuracy is **** when firing back and the bullet whizzes are in a locked ratio to your volume so that it will be the loudest thing you hear. If you turn down your volume then its harder to hear gunshots etc.
it makes people more cautious by simulating a fear factor, i dont know how to decrease moral except maybe making spawns longer if you die too frequently (reinforcements not in a rush to fight if they know they are losing badly)
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
I don't think thats possible. We are having a hard enough time figuring out how to do different recoils per stance. My bet is no way.
the best way to put this into the game, is to make the enviroment and gamstyle as realistic and unmerciful as possible. I'll tell you, I definetely have a sense of fear when I know I have to do something that'll probably kill me. The more the game feels like real life, the more you do not want to die, the more you value your life, the less stupid decisions you make, etc.
the best way to put this into the game, is to make the enviroment and gamstyle as realistic and unmerciful as possible. I'll tell you, I definetely have a sense of fear when I know I have to do something that'll probably kill me. The more the game feels like real life, the more you do not want to die, the more you value your life, the less stupid decisions you make, etc.

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dawdler
- Posts: 604
- Joined: 2005-11-13 14:45
I think some of it is possible, but its just too complicated in the end. We are the soldiers, not the commanders. If a squadleader dies, we dont have the time to be demoralized. We'll be busy fighting for our very lives.
We might as well start everyone off with blurred vision and heavy breathing.
Combat on its own will make anyone scared and demoralized.
We might as well start everyone off with blurred vision and heavy breathing.
Combat on its own will make anyone scared and demoralized.
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Armand61685
- Posts: 427
- Joined: 2005-05-06 09:14
Yea the blurred vision and heavy breathing in an intense combat situation needs to be implemented. And it wouldn't be too hard to increase the volume ratio of bullet whizzes.dawdler wrote:I think some of it is possible, but its just too complicated in the end. We are the soldiers, not the commanders. If a squadleader dies, we dont have the time to be demoralized. We'll be busy fighting for our very lives.
We might as well start everyone off with blurred vision and heavy breathing.
Combat on its own will make anyone scared and demoralized.
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dawdler
- Posts: 604
- Joined: 2005-11-13 14:45
But how do you determine what an intense combat situation is? That's pretty hard. Higher volume of the bullet impacts would be nice though.Armand61685 wrote:Yea the blurred vision and heavy breathing in an intense combat situation needs to be implemented. And it wouldn't be too hard to increase the volume ratio of bullet whizzes.
I must say something though: Isnt everyone missing a vital point about this? Moral and fear IS there... Its just not in the game. Its nestled in your head like a parasite: The Brain (TM). When I see my entire squad get blown up by a tank, I dont exactly think "WOHOO MAYHEM! FUN FUN FUN!!!". Its more like I want to crawl into the nearest alley and hide until the bad tank go away. My adrenaline is often pumping and I can have heavy breathing after an intense moment.
Or is there anyone out there that WANT to get killed by that tank?
So in short: Moral and fear is already there as realistic as it possibly can be.
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DEDMON5811
- Posts: 867
- Joined: 2005-11-20 06:45
Not everyone reacts to a combat situation the same. some would freeze up at the loading screen. and now that they wont be able to jump and shoot or dolphin dive. Those no skill losers will be scared all the time.dawdler wrote:But how do you determine what an intense combat situation is? That's pretty hard.
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Armand61685
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visaya
- Posts: 69
- Joined: 2005-11-29 05:02
No, play America's Army, bullet whizz effect really makes bf2 sounds stale and quiet, especially if the radio is louder than a tank firing.dawdler wrote:
I must say something though: Isnt everyone missing a vital point about this? Moral and fear IS there... Its just not in the game. Its nestled in your head like a parasite: The Brain (TM). When I see my entire squad get blown up by a tank, I dont exactly think "WOHOO MAYHEM! FUN FUN FUN!!!". Its more like I want to crawl into the nearest alley and hide until the bad tank go away. My adrenaline is often pumping and I can have heavy breathing after an intense moment.
Or is there anyone out there that WANT to get killed by that tank?
So in short: Moral and fear is already there as realistic as it possibly can be.
Visaya - Teamwork and Realism - at all costs.
No I do not want to die playing a game (unrealism fans have been using this against me for years)
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Poofyfinger
- Posts: 42
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visaya
- Posts: 69
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I dont know about you guys, but the volumes really make the environment. Sometimes I'm just running around and i hear a little bullet whizz - very quiet though. So I'll run around a little more because I don't feel like I should be alarmed. In my head I'm thinking that this guy doesn't really see me anymore he's just shooting in my general area. But I do in fact die because the volume of the whizz doesn't register in my brain - DANGER! like it should.
Visaya - Teamwork and Realism - at all costs.
No I do not want to die playing a game (unrealism fans have been using this against me for years)
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Hitperson
- Retired PR Developer
- Posts: 6733
- Joined: 2005-11-08 08:09
Cerberus wrote:I'd like to see such things implemented, but it sounds hard to do
not really all you do is rediculasly out noumber people whilst giving them huge spawn time make life valuable.
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
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Tom#13
- Posts: 477
- Joined: 2005-05-22 13:32
How about ur hands shake, making it harder to aim and longer to relode.
Royal Green Jackets- Britains premier infantry regiment
http://www.army.mod.uk/royalgreenjackets/
Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.
Retreating?! Hell no, we're just attacking the other direction!
http://www.army.mod.uk/royalgreenjackets/
Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.
Retreating?! Hell no, we're just attacking the other direction!
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Raaschou
- Posts: 41
- Joined: 2005-10-05 08:27
I belive it's a bad idea to implement this...
IRL, soldiers react different to the same situations... Some might find one situation (for example, if they haven't tried it before) very stressful, while others doesn't give f***!
There would be no realistic way to make it a feature, other that the one allready implementet on some servers... Long spawntimes, so people do not want to die!
I would be annoyed by blurry vision og "shaking hands", as this doesn't happen to me under combat (IRL).
IRL, soldiers react different to the same situations... Some might find one situation (for example, if they haven't tried it before) very stressful, while others doesn't give f***!
There would be no realistic way to make it a feature, other that the one allready implementet on some servers... Long spawntimes, so people do not want to die!
I would be annoyed by blurry vision og "shaking hands", as this doesn't happen to me under combat (IRL).
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Tom#13
- Posts: 477
- Joined: 2005-05-22 13:32
Yeah maybe its a step to far, it could just annoy people. And this games got to be fun as well as realistic
Royal Green Jackets- Britains premier infantry regiment
http://www.army.mod.uk/royalgreenjackets/
Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.
Retreating?! Hell no, we're just attacking the other direction!
http://www.army.mod.uk/royalgreenjackets/
Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.
Retreating?! Hell no, we're just attacking the other direction!


