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Tall grass, getting dirty, attachments, rolls, firing modes
http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=6&t=1173
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Author:  woczarder [ Mon May 06, 2013 3:19 pm ]
Post subject:  Tall grass, getting dirty, attachments, rolls, firing modes

1) Tall Grass - taller than normal, with possibility to hide in it. You're in grass - you're almost invisible.

2) Getting dirty - when you're on ground (not asphalt or other solid floor), you're getting dirty over time. It decreases your visibility

3) Gun Attachments - silly idea - possibility to /buy/find/hunt from enemies/ attachments like silencer or sniper/laser scope.

4) Roll - when crouching you can do roll every, hmm... 30 seconds?

5) Firing mode - possibility to change firing mode full-automatic, one-shoot ... in certain weapons.

6) Capture the flag?

Author:  joneau [ Wed May 08, 2013 12:42 pm ]
Post subject:  Re: Tall grass, getting dirty, attachments, rolls, firing mo

basically number one is already implemented.

Author:  woczarder [ Wed May 08, 2013 1:14 pm ]
Post subject:  Re: Tall grass, getting dirty, attachments, rolls, firing mo

oh, I haven't seen that before :)

Author:  JackMayol [ Wed May 08, 2013 1:30 pm ]
Post subject:  Re: Tall grass, getting dirty, attachments, rolls, firing mo

woczarder wrote:
1) Tall Grass - taller than normal, with possibility to hide in it. You're in grass - you're almost invisible.

2) Getting dirty - when you're on ground (not asphalt or other solid floor), you're getting dirty over time. It decreases your visibility

3) Gun Attachments - silly idea - possibility to /buy/find/hunt from enemies/ attachments like silencer or sniper/laser scope.

4) Roll - when crouching you can do roll every, hmm... 30 seconds?

5) Firing mode - possibility to change firing mode full-automatic, one-shoot ... in certain weapons.

6) Capture the flag?


1) the grass height is defined for the whole map, only the density can be controlled to different "values" inside the same map. Having different grass heights would require more alpha layers with the actual rendering technique used which would lower the performance by quite a bit, so this is not an option. For now, the AI sees through grass as if it wouldn't be there. Their detection range depends on the day/night cycle, and if you are standing/crouched or prone and of course if there is an object that obstructs the direct view between the AI and you.

2) this doesn't sound very exciting to me :) Also it's not possible to colorize voxels of soldier models on the fly as far as I know.

3) stuff like gun attachments might be done at some point, which would slightly increase some weapon properties. This is quite a low priority for now though.

4) hmm could be fun yes, but it would need to have a positive effect on your movement, else it's useless so that I am not sure at the end if it would make sense.

5) you can just press the trigger for a very short time, the result would be the same.

6) I am pretty sure some metagame aspects will be similar to capture the flag. Something similar is in there already, where you can, as side-mission steal the cargo truck behind the enemy lines and bring it back to your base for a reward.

Author:  Modest [ Sat May 18, 2013 6:58 pm ]
Post subject:  Re: Tall grass, getting dirty, attachments, rolls, firing mo

Quote:
4) Roll - when crouching you can do roll every, hmm... 30 seconds?

4) hmm could be fun yes, but it would need to have a positive effect on your movement, else it's useless so that I am not sure at the end if it would make sense.


Rolling while crouching could be used to strafe. Not very much of use, but I am sure that it could be usefull in some situations (avoiding being shoot by sniper for example). Also maybe it would be a good idea to allow side roll when prone? Ability to quickly strafe while lying with gun on ground could be very usefull, as it is when Your mobility is capped most.

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