Sprinting

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Sprinting

Post by Sadist_Cain »

Straight to it... (* I'll edit when someone gives me the actual PR distance)

(real life) you're dug in cover bullets are flying over your head and you gotta dive across a road under enemy fire, so you run as fast as you can to get there...
Now tell me, with your rifle webbing and so forth can you keep up the pace you just ran at (for your life mind) and run it out to about 200m* or so?

(Project reality) you're dug in cover bullets are flying over your head and you gotta dive across a road under enemy fire, so you run as fast as you can the fastest you can run is by pressing shift and you can just keep on running...

a problem with this also arises when doing ANYTHING tactical on an approach everyone (myself guilty as charged) will hold shift to run into the flag as fast as possible.
This problem is compounded by the fact there is no view shake whilest you peg it.
For the sake of speed everyone charges into enemy fire barely able to reach for their weapon and often coming around a corner and having a "face off" situation with someone in the midst of trying to be Linford Christie

you're also unable to check the map and generally be of any use whilest in an intense dash. I very often have to tell a squad to stop sprinting just to try and maintain some kind of formation.

I could go on and ask squaddies honestly Could you be arsed to be running at your fastest pace for hundreds of metres at a time to get into combat? Probably get shot to hell getting your breath back which is never good...
Who runs into a firfight? :S

babbling of reasons over with

Suggestion
  • Turn up the speed of the standard jog a very teenie tiny smidge (to satisfy a lack of super sprinting)
  • Drop the amount of sprint right down to give us about 50M-80M of sprint (bar will be empty after 50-80M)
  • Sprint bar recovers a LOT slower than it does currently (value your energy) the aim would be the deter anyone from burning up all the sprint they have in one go, so it's there when they need it most... The balance needs to be right so you cant be a duracell bunny constantly sprinting full pelt around the battlefield - In other words diving behind a box for 10 seconds wont do to charge your sprint bar any Usable amount, so you'll have to gather your energy before the fight and use it when you need it
  • Increase the speed of the sprint (something interesting maybe Have a few community members time a sprint of a certain distance + wieght to come up with a reasonable speed given tiredness and so forth)
  • add heavy head bob/weapon sway animations, obviously dressed up with the sound of canteens rattling and equipment shuffling to give that feel of Properly running
The Aim

You aren't running everywhere as fast as is physically possible (as we currently do in PR)

You can jog somewhere and if you get shot at, actually use a burst of energy and f00kin peg it like you have been shot at!

Players will have to THINK (ARRGH!) where to run to because you cant just run around in circles as fast as you can for very long :P


I do hope you folks see my point, It would be much finer to see people dashing for cover as if their lives depended on it
Yet still have folk cautiously moving towards a flag ready to draw guns at any second rather than jump a hurdle of pass a baton instead

I understand the current sprint system is a movement away from vBF2 but I believe that it was a move in the wrong direction for aims of a mod trying to achieve a slower more tactical level of gameplay based on realism.

I truly hope other can see my point of view that a movement in the opposite direction from the vBF2 sprint system than what we have currently taken would be far more realistic and beneficial for tactical play; Something needs to be done to slow people down where they should be cautious and give them wings when being shot at.

Weapon sights up = Nice slow tactical walk
Standard jog = fair paced jog that you'd scoot around with if you're happy you arent gonna die shortly
Sprint = Death is coming for you what are you gonna do? RUN!!! :P


Well I've tried my best... *Winces* a pinch of salt chaps, thats all I'll say, think of how a squads behaviour can be changed even with a few small tinkers to this system
Last edited by Sadist_Cain on 2008-08-01 01:10, edited 1 time in total.
Image
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Sprinting

Post by Tirak »

I disagree, Leave sprint alone, it's needed not just for tactical running, but trying to cross the map on maps with few or no vehicles.
thedoombringer0
Posts: 236
Joined: 2008-02-10 03:10

Re: Sprinting

Post by thedoombringer0 »

But here the point is turning the sprint from a jog to a sprint.

After all sprint is running as fast as one can and if you ever sprinted a hundred meters you are completely out of breath and add a soliders equipment thats down to 80m.

And if you read cains post it also said to increase the standard jog speed. (when not pressing shift)

And to add a walk function to move when aimed in and stealth etc (mapping to Alt seems good or Alt Gr)

If this was implemented i think it would add more realism and if you complain that this will lower infantry mobility it does but thats more realistic after all infantry on patrol are usualy at a hefty walking pace unless under contact.

Well i think its a nice idea :mrgreen:
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: Sprinting

Post by fuzzhead »

;)
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Sprinting

Post by Tirak »

thedoombringer0 wrote:But here the point is turning the sprint from a jog to a sprint.

After all sprint is running as fast as one can and if you ever sprinted a hundred meters you are completely out of breath and add a soliders equipment thats down to 80m.

And if you read cains post it also said to increase the standard jog speed. (when not pressing shift)

And to add a walk function to move when aimed in and stealth etc (mapping to Alt seems good or Alt Gr)

If this was implemented i think it would add more realism and if you complain that this will lower infantry mobility it does but thats more realistic after all infantry on patrol are usualy at a hefty walking pace unless under contact.

Well i think its a nice idea :mrgreen:
I still say no, I read his post, I do not like his idea.
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: Sprinting

Post by OkitaMakoto »

[R-DEV]fuzzhead wrote: ;)
lol, finally I am on the inside of one of these. I was gonna if no one else had... would have asked first though :P
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: Sprinting

Post by Waaah_Wah »

I like sprinting as it is now. Its slow, so you have to think where you run before you do so. And the hitboxes are less messed up because of this.
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Sprinting

Post by Spec »

[R-DEV]fuzzhead wrote: ;)
/thread i asume? :p

I... I found the idea interesting, but now i'm more interested into... ah well, i'll just keep my eyes open for hints.
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Sprinting

Post by M.Warren »

[quote=""'[R-DEV"]fuzzhead;750880'] ;) [/quote]
[R-CON]OkitaMakoto wrote:lol, finally I am on the inside of one of these. I was gonna if no one else had... would have asked first though :P
[quote="Spec_Operator""]/thread i asume? :p

I... I found the idea interesting, but now i'm more interested into... ah well, i'll just keep my eyes open for hints.[/quote]

Quite simple.

Seems that something has already been done. Although this thread has brought up a legitimate aspect in PR that could use a closer look at, we'll have to save the analysis (if any need be) for a later date.

Let's give this thread a rest and wait and see for what's coming. It's all we can do for now lest we begin a hollow debate all for naught.
Take the Blue Pill or take the Red Pill?

Image
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Sprinting

Post by Conman51 »

i like the sprint as is...but it does need to be shortend a bit.....and the sprint bar needs to be removed...they already said its too much work to make the head bobbing for all the weapons and items..so taht probally wont happen for a while
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



Image
tanky
Posts: 202
Joined: 2008-03-29 13:12

Re: Sprinting

Post by tanky »

If the sprint is made slower...its gonna make alot of the maps slow and boring. pls just leave it, its fine as it is.

as for points of realism..there are a billion things that could be done before this, but remember the argument that keeps popping up about ;realism' and 'fun' and how sometimes they just cant be together...make a choice.
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: Sprinting

Post by Sadist_Cain »

[quote=""'[R-DEV"]fuzzhead;750880'] ;) [/quote]

I love you Fuzz :) that is the wink of faith lol

Afaik Sprint isnt a high speed troop transport button, its a way to peg it when youre getting shot at, wanna get somewhere quick use a vehicle

[quote="tanky""]If the sprint is made slower...its gonna make alot of the maps slow and boring. pls just leave it, its fine as it is.
[/quote]

/Facepalm Have you read the OP at all? Besides sprint shouldnt function as a means to run yourself around the battlefield as fast as you can, its for evasion and moving from cover to cover.
If you need the sprint to last as long as it does then you must be doing something wrong, be it moving too much on foot OR moving too far on foot in a state of unreadiness
Last edited by Sadist_Cain on 2008-08-01 12:39, edited 1 time in total.
Image
Katsu
Posts: 57
Joined: 2008-06-22 12:23

Re: Sprinting

Post by Katsu »

This is a brilliant suggestion and one that would add to the immersion and experience of being infantry. Too much heads-down running along into the unknown at the moment and it's just silly.

We got a :wink: so fingers crossed!
Razick
Posts: 397
Joined: 2007-12-04 01:46

Re: Sprinting

Post by Razick »

I know one thing is for sure. If they do finally decide to slow down the robot speed switch its gonna make every map a whole lot bigger. Infantryman will have to learn to use the terrain or die. Good stuff.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Sprinting

Post by Scot »

It has the seal of Razick. It's a good post.


:D

But really, nice suggestion, and the ;) makes me happy!
Image
1st.Gunnery
Posts: 29
Joined: 2008-01-27 22:40

Re: Sprinting

Post by 1st.Gunnery »

I also like this suggestion, most of the time i hear the enemies already sprinting around me and i can easily hear them, get behind them and bamm.

I try mostly not to sprint cos of the sound.

nice one

thnx

Gunny
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Sprinting

Post by Mora »

I thought sprint was hardcoded and that it only could be changed with the walk speed.

meaning increasing the walk speed is increasing sprint speed.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Sprinting

Post by Scot »

The ;) suggests otherwise.
Image
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: Sprinting

Post by Sadist_Cain »

Hooray I did good :D

Would be cool if the sprint bar was removed, along with adding different breathing sounds to better guess how knackered you are.

Que another ;) ?

Cant wait to see what's behind the winks :D

Agree with warren, summin obviously has been done... ooooo but what? let us wait and see :P
Image
isooth
Posts: 60
Joined: 2008-02-29 12:11

Re: Sprinting

Post by isooth »

+1

I really agree, the "sprint" needs to be separated from "morning jog". Also Im fairly certain troops in PR dont have the full span of equipment as they are prepped for battle (left the spare stuff), thus running some 80 meters is fair and square, but as you say... it is supposed to be used for making a run for a more suitable wall or box to hide behind, or perhaps just evade that grenade that hit the ground next to you. Sure, you can do it with the current jog, but... imagine a nade landing next to you, would you calmly jog away?
Image
Post Reply

Return to “PR:BF2 Suggestions”