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Fear and moral in the game?
Posted: 2005-12-05 02:17
by JanCold
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-รถ 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
Posted: 2005-12-05 02:39
by JS.Fortnight.A
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.
Posted: 2005-12-05 05:31
by Cerberus
I'd like to see such things implemented, but it sounds hard to do
Posted: 2005-12-05 07:14
by USAF-Marshall
Would be cool if the lowe your moral the slower your action times. If you are on a losing team and know it then wouldnt you have alot on your mind? Maybe delay the shots by a second or something. <--- just a thought lol *prepares for flame*
Posted: 2005-12-14 00:57
by visaya
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)
Posted: 2005-12-14 01:10
by Armand61685
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)
Devs: is this feasable? It sounds perfect for this mod.
Posted: 2005-12-14 01:45
by Figisaacnewton
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.
Posted: 2005-12-14 07:34
by dawdler
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.
Posted: 2005-12-14 08:36
by Armand61685
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.
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.
Posted: 2005-12-14 08:40
by BobDog.au
i dont think that morale is a good idea i can just imagine my self getting serverly pissed off over it then going to play americas army.
i agree jsut rip off the cem bar thing on aa
Posted: 2005-12-14 10:15
by dawdler
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.
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.
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.
Posted: 2005-12-14 13:53
by DEDMON5811
dawdler wrote:But how do you determine what an intense combat situation is? That's pretty hard.
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.
Posted: 2005-12-14 19:39
by Armand61685
Well at least add heavier breathing sounds when under extreme fire or when you take a bullet to the gut.
Posted: 2005-12-14 23:44
by visaya
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.
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.
Posted: 2005-12-15 01:29
by Poofyfinger
It would be a good idea if it wasn't an FPS. Adding this to the mod would have its definite downfalls and annoyances. Everyone has a different experience while playing and to randomize these events would be too hard to simulate.
Posted: 2006-01-01 14:19
by visaya
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.
Posted: 2006-01-01 17:03
by Hitperson
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.
Posted: 2006-01-01 18:44
by Tom#13
How about ur hands shake, making it harder to aim and longer to relode.
Posted: 2006-01-02 13:46
by Raaschou
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).
Posted: 2006-01-02 15:54
by Tom#13
Yeah maybe its a step to far, it could just annoy people. And this games got to be fun as well as realistic