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Recon Unit
Posted: 2004-10-14 16:46
by [tR]Greasy_Mullet
One aspect that I think could be really well done would be Snipers/Recon class. Imagine having to spend some serious time setting up a shot. Now imagine hidden far removed from the action and relaying information on troop movements back to your team.
Here is how I would like to see it work. Since you can pair up into squads, give the sniper a two man squad. Call it the recon unit. Both players would benefit when they are close together for Sniping. On could act as a spotter and the other the shooter. The spotter would be able to give distances to the target that would relay into the scope of the shooter, perhaps even giving a bonus to accuracy.
For the shooter you could simulate the real effects a sniper would go through. Such as breathing. Anyone who has ever shot competitively knows that breathing is key to your shot. This would be an easy translation into the game. Simply have the scope figure 8 and then a breath meter to the side. As the shooter has been laying down, his breathing will steady. As it steadies, so does the rifle. Accuracy increases at the end of the breath and he holds it for a second or two before taking a new breath. During that time would be the most accurate shot.
Anyway this could be built on but it is a basic idea for improving this class and making it more team oriented. I would like to simulate trigger pull (squeeze) but I have no idea how to convert that over and make it work right without seriously sacrificing game play. The possibilities are endless. What do you guys think?
Posted: 2004-10-15 12:06
by Black Beret
Thanks for your suggestion.
Posted: 2004-10-15 12:24
by ArchEnemy
hmmm but doesnt a sniper work alone?
Posted: 2004-10-15 12:30
by Black Beret
[R-DEV wrote:ArchEnemy]hmmm but doesnt a sniper work alone?
Of course not.
Posted: 2004-10-15 22:37
by Hoss
For the shooter you could simulate the real effects a sniper would go through. Such as breathing. Anyone who has ever shot competitively knows that breathing is key to your shot. This would be an easy translation into the game. Simply have the scope figure 8 and then a breath meter to the side. As the shooter has been laying down, his breathing will steady. As it steadies, so does the rifle. Accuracy increases at the end of the breath and he holds it for a second or two before taking a new breath. During that time would be the most accurate shot.
There could be a bar moving up and down simulating a breathing "pattern". More you move, the faster it goes. Would be similar to a kicker in a Madden football game. lol
Someone was telling me about a game (not sure which) that when you were under fire you had some sort of "panic" rating (similar to the breath one) as someone fired on you it helped simulate that you were under fire and could not return fire with good accuracy. Similar idea, not sure how fun/implementable either idea it is.
Posted: 2004-10-15 22:43
by [tR]Greasy_Mullet
Well as prone your breathing bar would start high and come down slowly. Once it gets to the end of the bar it holds for 2-3 seconds. At that spot is the best shot you can take. After the 2-3 seconds is up, the bar goes back to the top. So it could be a lot like madden. But it should be slow and smooth.
Posted: 2004-10-16 05:51
by BlakeJr
There does not have to be a bar at all. Make the model move with a "breathing pattern" and then when you aim you could click and hold the right mouse button to simulate holding your breath.
When you do that the motion of the aimed view will stabilize to allow for that perfect shot.

If you hold your breath for too long the aimed view will start to weave again until you release the RMB for a few seconds to catch your breath.
Posted: 2004-10-16 05:55
by bleachy
BlakeJr wrote:There does not have to be a bar at all. Make the model move with a "breathing pattern" and then when you aim you could click and hold the right mouse button to simulate holding your breath.
When you do that the motion of the aimed view will stabilize to allow for that perfect shot.

If you hold your breath for too long the aimed view will start to weave again until you release the RMB for a few seconds to catch your breath.
Great Idea!!
I've been wanting that(or something similar) in a game for the longest time.
Posted: 2004-10-16 07:00
by BlakeJr
bleachy wrote:BlakeJr wrote:There does not have to be a bar at all. Make the model move with a "breathing pattern" and then when you aim you could click and hold the right mouse button to simulate holding your breath.
When you do that the motion of the aimed view will stabilize to allow for that perfect shot.

If you hold your breath for too long the aimed view will start to weave again until you release the RMB for a few seconds to catch your breath.
Great Idea!!
I've been wanting that(or something similar) in a game for the longest time.
Try Infiltration for Unreal Tournament. That's where I got "my" idea.
Linkage : -->
http://infiltration.sentrystudios.net/
Posted: 2004-10-17 14:22
by Hoss
Cool, I'll DL infiltration thjis afternoon and give it a whirl. A few minutes left of DC final right now

Posted: 2004-10-17 15:50
by ArchEnemy
i just feel so sick right now that i gave my unreal tournament too a friend :S
Posted: 2004-10-18 16:36
by [tR]Greasy_Mullet
Well my idea was to make it natural breathing without a lot of direct control from the user. Right click should be reserved for using the scope. Want to make it as realistic as possible without effecting game play.
Posted: 2004-10-19 06:26
by Black Beret
Guys, don't worry about the "sniping" area of the mod.
It has been discussed numerous times in various topics, and I have given the same answer more than once.
Here's one of them:
http://reality.dc-nc.com/forum/viewtopic.php?t=365
Posted: 2004-10-19 13:50
by Wolfmaster
[tR wrote:Greasy_Mullet]Well my idea was to make it natural breathing without a lot of direct control from the user. Right click should be reserved for using the scope. Want to make it as realistic as possible without effecting game play.
Yeah, but isn't it realistic to be able to hold your breath? I think so. But about the right click you're right. It should be another key, like H = hold breath.
Posted: 2004-10-19 14:58
by BlakeJr
Wolfmaster wrote:[tR wrote:Greasy_Mullet]Well my idea was to make it natural breathing without a lot of direct control from the user. Right click should be reserved for using the scope. Want to make it as realistic as possible without effecting game play.
Yeah, but isn't it realistic to be able to hold your breath? I think so. But about the right click you're right. It should be another key, like H = hold breath.
The way it is implemented in infiltration is very intuitive. right click once to aim then right click and HOLD to hold breath. It's very smooth and easy to learn and best of all; You don't need to map another key for that function!

Posted: 2004-10-19 16:11
by [tR]Greasy_Mullet
Sweet!
Posted: 2004-10-19 17:35
by ArchEnemy
Only that the bf engine isnt a c++ based engine, hmmm but keys as "left shift" seems ok for this kind of exercise (pink)
Posted: 2004-10-20 23:48
by Silverwolf
u can hold ur breath in FarCry as well, very helpful when doing long distance shots. In FarCry it doesn't just steady ur aim, it also increases ur maximum zoom when scoped in, uses a seperate button.
Posted: 2004-10-21 03:48
by marto
best game ever
*drools on shirt*
Posted: 2004-10-21 11:52
by Silverwolf
definately set the standard for water effects, some nice singleplayer AI to