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Gibs, Injury progression + More!
http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=6&t=573
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Author:  Firebad [ Wed Jul 11, 2012 10:35 pm ]
Post subject:  Gibs, Injury progression + More!

I picked up the demo of this game, and was psyched. Can't wait to scrape enough cash together to buy this. I noticed a few things that i would like to have added to the game, such as when a player is struck by a grenade blast, he/she turns into gibs. It could be anywhere from a leg or an arm blown off, to a complete puddle of mush. since the game has one hitbox, i guess it could be just a roll of the dice to see what the poor sucker turns into. I also though "injury progression" would be cool. That's probably not the right term, but from playing the demo, I must have misunderstood the game description because you don't die in one shot. However, as you take in more bullets, the screen could saturate, perhaps darken, and even "double vision" where the image seems to duplicate and sway around (kinda like suppression in Red Orchestra 2).

Another thing I would like to speak on is persistent stat tracking. Like when you rank up, the rank stays. Not sure if that is already in the game, if so, then ignore this.

I also saw that other players requested weapon customization, well i thought perhaps character customization would be better suiting. More or less like an RPG, when you rank up, later you can distribute whatever points you get to your soldier. It wouldn't be massive improvements, just something like "1% increase in reload speed" or perhaps slight, slight, increases in things like standing up/crouching/going prone speed, running speed, recoil control, health improvements, and whatnot.

I also noticed from the demo that this game lacks rocket launchers, but that's probably planned.

Thanks for reading, and I hope you consider some of my suggestions.
-Firebad

Author:  bot123 [ Thu Jul 12, 2012 1:34 am ]
Post subject:  Re: Gibs, Injury progression + More!

Quote:
However, as you take in more bullets, the screen could saturate, perhaps darken, and even "double vision" where the image seems to duplicate and sway around (kinda like suppression in Red Orchestra 2).

I agree that suppression should be added, but without being too distracting (maybe a slight screen blur and decrease in accuracy). Different weapons would have different levels of suppression: MP5 with a low suppression, and the sniper rifle or mg with a high suppression. The AI should incorporate this too into their behavior.

As for the rocket launcher, it was introduced in Beta .69 and I don't think its been implemented into the demo.

Quote:
I noticed a few things that i would like to have added to the game, such as when a player is struck by a grenade blast, he/she turns into gibs. It could be anywhere from a leg or an arm blown off, to a complete puddle of mush.


Gibs and gore would be awesome, limbs flying from grenade blasts, blood being splattered on the walls of buildings and on the front of jeeps, roadkill skid marks, water turning red from being shot while in the water... Man, am I a sick puppy. :mrgreen:

Author:  OzyThesage [ Thu Jul 12, 2012 2:49 am ]
Post subject:  Re: Gibs, Injury progression + More!

Firebad wrote:
I must have misunderstood the game description because you don't die in one shot.

Every soldier has 1 hit point. Each bullet has a percentage chance to do 1 hit point of damage per shot, which decreases over distance and varies per weapon.
After the 16 player multiplayer I suggested that every time you get hit the chance of the next bullet killing you increases. I've sometimes shot somebody 5 or so times only for them to spin around in a split second and kill me with their first shot, which is rather frustrating.

I'm okay with gibs I suppose. I can take it or leave it for a game like this.

Suppression is something I wouldn't mind seeing to an extent, but I don't know how severe the effect should be or what effects it actually has.

Author:  Firebad [ Thu Jul 12, 2012 3:38 am ]
Post subject:  Re: Gibs, Injury progression + More!

bot123 wrote:
I agree that suppression should be added, but without being too distracting (maybe a slight screen blur and decrease in accuracy). Different weapons would have different levels of suppression: MP5 with a low suppression, and the sniper rifle or mg with a high suppression. The AI should incorporate this too into their behavior.

As for the rocket launcher, it was introduced in Beta .69 and I don't think its been implemented into the demo.


While suppression is a good idea now that you say it, i meant that when you get struck by a bullet, the screen provides the "double vision" effect that occurs when you take suppressive fire in Red Orchestra 2. But yeah, suppression would be a neat idea, although difficult in an isometric shooter, because the idea of suppressive fire is to make it so you can't get a good eye on where the enemy is at.

Author:  Fate [ Tue Jul 17, 2012 11:17 am ]
Post subject:  Re: Gibs, Injury progression + More!

The idea of suppression could work if it's effect was reduced general accuracy (wider bullet spray) and slowed movement (including turning). Suppression could be enabled if a large amount of bullets would fly past the player's radius (let's say 1-2 meters). This could emulate being suppressed by let's say, MG fire, but not sniper or SMG fire (unless being shot at for a while).

Suppression could have reduced effect if there are friendlies/squadmates nearby.

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