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 Post subject: Rolling/Dodging
PostPosted: Tue Jun 05, 2012 9:27 pm 
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I thought of a way to incorporate more movement on the battlefield.

It is the combat roll and works similar to the gears of war dodging movement.

When you are moving or even standing still, if you press space (or probably twice to prevent accidental executions), your character rolls towards whatever direction your cursor is in relation to the character. So if my cursor is in front of the character and I hit space twice, my character combat rolls forwards. If my cursor is to either side of him, he does a sideways jump/roll. If my cursor is behind him, then he does a backwards jump/roll.

There is no better way to describe it but playing/watching gears of war will demonstrate this idea.

Anyways, the character can just stop moving when he rolls into a wall/building and just fall off the building if he is on top of a building. And to prevent having an army of soldiers who just roll around, the rolling animation should take longer than it does to just walk. That way, rolling is only used tactically and not spammed meaninglessly as a way to get around.

This maneuver is meant to dodge incoming fire and grenades to some extent.

Please discuss.

ComJak

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 Post subject: Re: Rolling/Dodging
PostPosted: Tue Jun 05, 2012 11:42 pm 
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Great idea. And maybe in mid-roll, the player could be able to melee and shoot (inarticulately) matrix-style 8-)

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 Post subject: Re: Rolling/Dodging
PostPosted: Wed Jun 06, 2012 1:40 am 
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bot123 wrote:
Great idea. And maybe in mid-roll, the player could be able to melee and shoot (inarticulately) matrix-style 8-)

While we're at it...

I don't believe soldiers would really be rolling around carrying who knows how many KG's of equipment. Then again they probably wouldn't be vaulting over walls and stuff. But... you know, what does the combat roll add to the game? Maybe make it a Kirk roll instead and fire an insta death laser beam after the roll is finished? >_>

If anything I would prefer either a short sprint/dash or a lateral jump that can be chained into climbing... or something.

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 Post subject: Re: Rolling/Dodging
PostPosted: Wed Jun 06, 2012 1:55 am 
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I believe that if you are in the middle of a road and an mg starts firing, you don't just totter off to the side, you get out of there fast. If a grenade is lobbed near your feet, you don't just run away, you dive away. Actually, now that you mention it, a dive would be more realistic. I agree with you there.

Sometimes, I just feel that my soldier could have survived IRL by moving faster than the standard run (which is a paced jog). Imagine walking along, being ambushed from ahead of you (off-screen) and being able to quickly duck behind the low wall next to you without having to trot over there at the standard rate.

I think it would add to the importance of positioning while playing the game rather than just running down the street guns blazing.


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 Post subject: Re: Rolling/Dodging
PostPosted: Wed Jun 06, 2012 2:01 am 
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Well you could take a note from RO2 and have a short sprint. Sprinting while crouched will put you into a crouch run for a moment, going prone while sprinting would make you dive, possibly even diving over walls and such.

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 Post subject: Re: Rolling/Dodging
PostPosted: Wed Jun 06, 2012 2:04 am 
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Yes. That would also work. RO2 had fine movement mechanics. Another is Ghost Recon Advanced Warfighter (2 also?). Going from a run to a crouch resulted in a slide into cover, a run to a prone would dive.

I propose the space bar because it is unused when you are not trying to climb something/vault something

edit: While the sprint option has been brought up in the past once or twice, not a lot was said about it. Not sure how pasik feels about it. If the general feeling is leaning towards no sprint option, perhaps the idea in the op would be more suited.

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 Post subject: Re: Rolling/Dodging
PostPosted: Wed Jun 06, 2012 8:18 am 
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Diving is something that would definitely work, especially with the whole run to prone = dive -mentality, I think JackMayol also discussed about it in IRC a while ago. Diving would give you a quick way to move a small distance, but clearly bigger than what you could run in equal time, while making you temporarily immobile if you're getting up after the dive. Obviously continuing on prone after the dive would be possible.

Great for escaping that extra meter from an explosion, just reaching behind a corner from incoming fire or even dodging jeeps.


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 Post subject: Re: Rolling/Dodging
PostPosted: Wed Jun 06, 2012 1:57 pm 
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and hopefully AI will be able to use it so you can watch some of AI dive away from a tossed grenade?

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 Post subject: Re: Rolling/Dodging
PostPosted: Thu Jun 07, 2012 1:51 pm 
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ComJak wrote:
and hopefully AI will be able to use it so you can watch some of AI dive away from a tossed grenade?


Yes definitely.


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 Post subject: Re: Rolling/Dodging
PostPosted: Thu Jun 07, 2012 9:23 pm 
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ComJak wrote:
the rolling animation should take longer than it does to just walk
ComJak


Honestly real life does that.try doing mai ukemi(roll forward) at walking speed with equipement.


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