Page 1 of 3

New Hit Effects and Affects

Posted: 2006-01-27 05:25
by GRB
First things first, in real life when there is a loud noise, loud concussion, something that surprises a person, severe or even mild pain is inflicted upon someone, what is the first thing any normal human being will do?

The natural human reaction is to "blink" or close the eyes in pain or surprise..

In regaurd to the game, right now when you get hit by a bullet or injured in any way you get the blood/shading effect around the edge of the screen. Well that's cool and all but, sadly, it's not very realistic. What exactly does it simulate?

Lets take this to the next level of realism. I think we need to focus more on simulating the players eyes closing when pain is inflicted upon them or an explosion goes off near the player.

Example-

Before:
Image

After:
Image

Now this effect is very dramatic as it covers virtually ALL of the screen. But if used correctly it would be extremely realistic.

In most cases this effect should be used no more than roughly half a second. This effect would be kept minimal but still need to be quite effective. For more dramatic damage the effect could be used for a longer duration or it could be used in junction with the blurring effect (currently used on explosion damage) to create a MUCH more realistic disorienting affect.

When in critical condition the effect can also be used. If someone is in critical condition to the point where they are on the brink of death, chances are, thier eyes are going to be closed or heavily squinted.

If we can incorperate this effect I feel we can create THE MOST immersive combat atmosphere and experience the Battlefield Series has ever seen.

Lets take this a little further. Lets look at explosions. If a grenade went off 10-15ft away from you, you're going to feel it. It's probably going to hurt and it's probably going to scare the shit out of you. But your first natural reaction is going to be "eyes closed". Now with explosions, the closer the explosion is to the player, the more damage it does. The more damage it does, the longer the effect lasts.

BUT we don't want to keep the players eyes closed the whole time because that would get annoying. So, after the players eyes open back up after encountering an explosion we still have the Burring effect. We can make the blurring effect last a little longer than the "closing-eyes" effect so that when the player "opens his eyes" they are still disoriented because their vision is blurry.

If this is possible to incorporate into the Mod I really feel it will make a huge impact on originality and the overall realism experience.

I had recieved a really awesome idea from [R-DEV]Lifetaker while chatting on MSN. He could not understand for the life of him why players were allowed to run after they had been shot. We came to the conclusion that IRL when a person gets shot or shot at, in a combat situation, the first reaction(besides blinking or closing eyes in pain) is to hit the ground or run for cover. We also realized that depending on where the person was hit would depend on wether or not they could run to cover or just hit the ground.

SO, here's what we came up with. Depending on where the player gets hit, the stamina bar should be punished/taken away from when the player gets hit.

For instance, lets say the player gets hit in the leg. The stamina bar should go all the way down. No running for a soldier with a bullet in his leg. That's the reality of it. However, if that soldier was hit in the arm, the stamina bar would only go down a little because the soldier can still run for cover because his arm is used very little for running.

Based on the above logic and incorporated effects, I feel, we could come up with THE most realistic damage system for BF2 that can be concieved of right now. That is, of course, providing that it's possible to do any of this.

Posted: 2006-01-27 05:40
by beta
Good ideas.

The "blinking effect" is good, just don't over-do it and have the screen squinting at you for 10 seconds ... you either going to open your eyes or your not (pain into unconciousness or whatever reason), I'd say a maximum of 2 seconds of squint-o-vision (catchy name isn't it?).

Another thing we should think about is a different type of hit effect.

I would think that when getting shot in the arm/chest/leg, it would be quite hard to not notice it (if it was a full impact, no richocet, no deflection). This can be modeled into the game via an accuracy effecting system. When you get shot, your cursor (or lack there of more like it) will get moved in a random direction, and at an amount related to how badly you were hit.

For example, if you were shot in the leg, the cursor wouldn't move as much as it would if you were shot in the arm, or in the torso. So, now when in a firefight, and you successfully land the first hit on your target, they won't be able to (as easily at least) direct accurate fire back at you as quickly, because their aim was disrupted from the "twitch" of being shot.

Posted: 2006-01-27 05:48
by GRB
beta wrote:Good ideas.

The "blinking effect" is good, just don't over-do it and have the screen squinting at you for 10 seconds ... you either going to open your eyes or your not (pain into unconciousness or whatever reason), I'd say a maximum of 2 seconds of squint-o-vision (catchy name isn't it?).

Another thing we should think about is a different type of hit effect.

I would think that when getting shot in the arm/chest/leg, it would be quite hard to not notice it (if it was a full impact, no richocet, no deflection). This can be modeled into the game via an accuracy effecting system. When you get shot, your cursor (or lack there of more like it) will get moved in a random direction, and at an amount related to how badly you were hit.

For example, if you were shot in the leg, the cursor wouldn't move as much as it would if you were shot in the arm, or in the torso. So, now when in a firefight, and you successfully land the first hit on your target, they won't be able to (as easily at least) direct accurate fire back at you as quickly, because their aim was disrupted from the "twitch" of being shot.

Oooo I like, I like! Good suggestion! :D

Yea, the blinking effect would only be used for roughly half a second for most things. For more dramatic damage the effect could be used for a longer duration or it could be used in junction with the blurring effect (currently used on explosion damage) to create a MUCH more realistic disorienting affect.

Posted: 2006-01-27 08:23
by Hitperson
squinting is a good idea


on the subject of realistic reactions if a grenade went off near you you wold probably have hearing damage so that would be a nice adition

Posted: 2006-01-27 09:40
by Rhino
what you guys need to do is hold a meeting, grab all types of weapons and shoot each other with them. Then you can test what you real human reaction is when hit by that weapon and in diffrent places. If you are still alive after this you can then add it to the game :lol:

Posted: 2006-01-27 09:42
by Evilhomer
Not to bad an idea, Let everyone else hold a rifle, and I can stay back a few hundred meters away from the firefight with my snipa! :) !!!!!!

Posted: 2006-01-27 09:51
by eggman
I kinda always liked the concussion damage thing in other games .. think CoD had it pretty well down.

Never been shot but I'd imagine there would be some shock. Grenade blast would probably indice a much deeper feeling of the same affect.

While I agree with these suggestions .. not sure what oens are do able and not sure what ones are impossible or would take a lot of work.

Also might have an affect on the gameplay some people wouldn't like .. I think with these effects the one who gets the drop on the ohter guy would have a significantly higher probability of coming out ahead than in the current vanilla or PR BF2.

egg

Posted: 2006-01-27 09:57
by [BiM]Black7
good idea both the blinking and the no run issu
would love my self to have a ringing sound or turn downvolum and just have bass sounds when nade or shell explodes close to you same goes if a heavy gun is fired close to ya like the tank/apc once for like 5-10sec.

about the wound shot in the leg idea i say if we put in stimpacks this would be a good add too..

Posted: 2006-01-27 11:59
by Saobh
If you guys pull this off this already great Mod will be a must have.
but I have a couple of questions, what happens if you get shot, then a grenade detonates near you, then a tank round blow up the APC next to you ( and you are still alive after all this ) do you get 3 blinks in succession ? [in that case maybe post a warning for the epileptic people, i'd hate loosing a fab of PRMM like that]

An other thing that could be intersting, when hit but a bullet, or a blast. we dont move, i mean WE move if we want too, but shouldn't there be a 'push' from the energy your body was in the way off ? and would be a solution
for the accuracy problem brought up by Beta -> your aim just went WILD.
Just hope this is possible, but seeing that you are pushed when an other player bumps into you.

Also, you could consider the fact that if are really pushed hard , well you fall ( or if you get hit in the leg ) so maybe make the guy go in prone position.
But that would maybe be too much.

Maybe even have something special happen when you get hit in different body parts. Got hit in the arm ? using your rifle is a no go, but using a pistol ok. Got hit in the head, you get blurry vision for a long time, with hearing problems. get hit in the butt, you can't crouch anymore or sit in a vehicle .

And finaly what about the "shit on yourself effect" ? maybe we could code the fact that when you are laying prone you have a bunch of the little flies that you encounter in the game, hovering above you -> indication to the enemy on your "position" ;)

JUST LOVE this mod, why ? because you've got to earn each kill, each victory

Posted: 2006-01-27 22:32
by Ugly Duck
Saobh wrote:An other thing that could be intersting, when hit but a bullet, or a blast. we dont move, i mean WE move if we want too, but shouldn't there be a 'push' from the energy your body was in the way off.
I could see this being realistic for grenades or explosions, but a little bullet isn't going to move a person. Myth Busters proved it, every action has an equal reaction so unless the shooter is thrown back, the target won't be either.

Posted: 2006-01-27 22:36
by Figisaacnewton
Holy **** all those ideas are genious. PUT THEM IN! I'll pay you to put them in! OH MY GOD those would freaking rock.

one more thing to add to em, very dramatic screen movement. everytime i've been shot in paintballing, i definetely move or twitch, more so if i didn't know it was coming.

Posted: 2006-01-27 23:21
by Lifetaker
eggman wrote: I think with these effects the one who gets the drop on the ohter guy would have a significantly higher probability of coming out ahead than in the current vanilla or PR BF2.
and?..... If someone sees you first, they already have the drop on you, if they shoot and hit you, well, you're two strikes down and chances are good you aren't going to see that third strike! Being on point sucks sometimes. Pray for your medic!

Posted: 2006-01-27 23:44
by SiN|ScarFace
People dont scream when hit like you make it sound.

You take a round you might grunt as you wince and your body tenses up, then you might scream. Screams are not typical reactions to severe injury that is not expected. If you get what im saying, and I have seen people get fucked up hardcore and never let out a peep until after the fact.

Posted: 2006-01-28 00:26
by CodeRedFox
Thats the best idea I have hear so far! Good job

Posted: 2006-01-28 00:44
by SiN|ScarFace
Dono ive seen head trauma, many broken bones, tackles. Its been my experience you dont scream until you realize the damage. Anyway screaming in a game is bothersome.

Posted: 2006-01-28 00:51
by beta
everytime i've been shot in paintballing, i definetely move or twitch, more so if i didn't know it was coming.
Yeah ... it's worse when your trying to sneak around and you KNOW there's some opposing team out there aiming at you .. *CRACK* *HIT THE DECK* ... oh wait I just stepped on a branch ... :lol:

The further you get to the enemy lines without getting shot at, the more tense it becomes ...

Posted: 2006-01-28 03:01
by eggman
'[R-DEV wrote:Lifetaker']and?..... If someone sees you first, they already have the drop on you, if they shoot and hit you, well, you're two strikes down and chances are good you aren't going to see that third strike! Being on point sucks sometimes. Pray for your medic!
Actually .. that kinda thing would be MUCH more up my alley. Just saying it might put some ppl off as generally BF2 is a bit "arcadey". While I would rather see this kinda stuff, it may limit the appeal of the mod.

egg