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Momentum in player movement?

Posted: 2010-06-05 20:21
by Shaihuluid
So I don't know if this is implementable in the BF2 engine, but its something which has been bugging me for a long time. I've decided to throw the idea out there for thought

The idea of momentum in player movement, players should not be able to change movement direction as fast as they do


-When players stop running, there is an extremely short delay in movement, but they can still shoot and do other actions in the meantime

-When players strafe to the left, there is a short delay if they try changing directions and strafing to the right. And vice-versa.

-This idea of short delay between switching directions would also happen if they player attempts walking forward and then walking backwards in quick succession

-This delay would be extremely minimal when the player is walking, but when running would be much longer.

The end result? Less of an emphasis on arcade-style rushing in player movement and more emphasis on slow tactical movement.


Your thoughts?

Re: Momentum in player movement?

Posted: 2010-06-05 20:25
by Foxxy
it seems hardcoded but if it isnt it be awkward without some type of animation

Re: Momentum in player movement?

Posted: 2010-06-05 20:38
by spawncaptain
Foxxy wrote:it seems hardcoded
It was in CA IIRC.

Re: Momentum in player movement?

Posted: 2010-06-06 02:46
by HAAN4
Nahhh dude, this not only is hardcoded, but also is useless.

because PR might be a game of estrategy, but also need to be game of Balls.

so what is the point of giving the men more weakness?

after all, all infantry become famous after prove they selfs reedy to deal whicht kind of situetion.

Re: Momentum in player movement?

Posted: 2010-06-06 03:17
by Rudd
spawncaptain wrote:It was in CA IIRC.
it was in CA, and it felt like constantly ice skating and the animations for the weapons all shook whenever it happened, and it really didn't work imo.

Re: Momentum in player movement?

Posted: 2010-06-06 17:21
by Tarantula
ye in CA you couldnt sprint aswell (i think they were related) if you were to use the same system as tested in CA you should make it so there is a lean animation and heavy camera tweaks as in: the camera should sway left before coming back right if changing in that direction. In CA the camera was always straight and very static so it didnt feel right

Re: Momentum in player movement?

Posted: 2010-06-06 18:19
by Bringerof_D
i do believe this has been suggested before a few times. it's already hard enough figuring out where you're footing is before you fall off a cliff, i dont think this is a good idea.

also IRL you have immediate control over your feet, you can feel everything, in game this would result in someone having to guess when they need to stop in order to be exactly where you want to be, like running behind cover. IRL you can make small adjustments along they way to stop immediately behind the cover.

Re: Momentum in player movement?

Posted: 2010-06-06 18:25
by myles
HAAN4 wrote:Nahhh dude, this not only is hardcoded, but also is useless.

because PR might be a game of estrategy, but also need to be game of Balls.

so what is the point of giving the men more weakness?

after all, all infantry become famous after prove they selfs reedy to deal whicht kind of situetion.
How is It usless Its realistic??

Re: Momentum in player movement?

Posted: 2010-06-06 18:42
by Tarantula
the only good example of it i can think of from the top of my head is BFBC2 and in that it is good, near perfect bodies feel weighty and it does allow you to make those small adjustments but if you have run a while you wont be able to change to the opposite direction on a dime like you can at the moment. which is realistic considering your webbing and rifle and the general weight that you feel when moving quickly in them

Re: Momentum in player movement?

Posted: 2010-06-06 23:44
by Bringerof_D
Tarantula wrote:the only good example of it i can think of from the top of my head is BFBC2 and in that it is good, near perfect bodies feel weighty and it does allow you to make those small adjustments but if you have run a while you wont be able to change to the opposite direction on a dime like you can at the moment. which is realistic considering your webbing and rifle and the general weight that you feel when moving quickly in them
i take it however this is the Xbox version where it is possible to slowdown before you reach your cover? the problem i see is that with a key board your player speed is 100% or 0% meaning you have to guess at what point you have to let go before you hit reach your cover or else you'll over shoot it. with a thumb stick you can go slower as you approach and stop perfectly, just like in real life. this isnt particularly an engine limitation, it's a platform limitation.