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 Post subject: Re: Bullet Mechanics
PostPosted: Thu Aug 09, 2012 1:18 am 
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Well in RWR, everytime a character shoots, he stops running and starts walking :)

I do understand the limitations of the accuracy of sustained fire is hindering. However, increasing the cone spread of machine gun and assault rifle fire after prolonged fire isn't the right way to go i think. As Ozy said and as you may now, guns fired for extended time will tend to rise upward and to the right so for a realistic model of this, bullets ingame should rise along the z-axis while retaining a relatively tight spread.

To implement, perhaps the little green/red dot that we all know and love can move along the z-axis during extended firing periods to show the recoil effect of the gun?

ComJak

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 Post subject: Re: Bullet Mechanics
PostPosted: Thu Aug 09, 2012 8:05 am 
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Is realism pasik's objective for RWR? I would assume not, lest the top-down perspective be an ironically, tremendous oversight!

More seriously, while I can't agree or disagree with adopting any suggestions for RWR's original gameplay (I never play vanilla), I do support the inclusion of some for modding capabilities. I really desire an expansion on defining weapon characteristics such as with point number 4, MP5 Bullets. Furthermore, I am biased towards the idea of implementing Suppression and Bullet Ricochet to further delineate central concepts of gameplay that inspire mods.

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 Post subject: Re: Bullet Mechanics
PostPosted: Thu Aug 09, 2012 8:18 am 
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harrified wrote:
Is realism pasik's objective for RWR? I would assume not, lest the top-down perspective be an ironically, tremendous oversight!

More seriously, while I can't agree or disagree with adopting any suggestions for RWR's original gameplay (I never play vanilla), I do support the inclusion of some for modding capabilities. I really desire an expansion on defining weapon characteristics such as with point number 4, MP5 Bullets. Furthermore, I am biased towards the idea of implementing Suppression and Bullet Ricochet to further delineate central concepts of gameplay that inspire mods.

I agree with harrified here, and this is my intention with the suggestion in regard to weapon spread as it would be more of a use for modders than the vanilla game.

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 Post subject: Re: Bullet Mechanics
PostPosted: Thu Aug 09, 2012 8:27 am 
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Ah i understand now. You would simply like an unlimited range to be allowed to play with while modding for the game? That is quite a valid point. All we can do now is wait until pasik wakes up and reads this :)

ComJak

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 Post subject: Re: Bullet Mechanics
PostPosted: Thu Aug 09, 2012 11:43 am 
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ComJak wrote:
Ah i understand now. You would simply like an unlimited range to be allowed to play with while modding for the game? That is quite a valid point. All we can do now is wait until pasik wakes up and reads this :)

ComJak


:D

It's been long time coming, and I'm afraid I have to say I still haven't got to it. It's not a particularly big task, but I'd still need to re-adjust all the current accuracy factors after I'd increase the overall spread. Don't worry though, I will do it, sooner or later. While I'm here, I might ask what is enough? 180 degree spread? 360? :)

A bit of off-topic here, just so you know, I've been working heavily with dedicated servers the past few days while trying not to break the game:

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Luckily I'm past that point now!


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 Post subject: Re: Bullet Mechanics
PostPosted: Thu Aug 09, 2012 12:07 pm 
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sweet lord of jesus please let us play on that map :D With rocketpacks!

*so that's what youre working on now. Good to know and good luck

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 Post subject: Re: Bullet Mechanics
PostPosted: Thu Aug 09, 2012 12:48 pm 
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ComJak wrote:
sweet lord of jesus please let us play on that map :D With rocketpacks!



looool would indeed be nice :D


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 Post subject: Re: Bullet Mechanics
PostPosted: Thu Aug 09, 2012 10:04 pm 
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pasik wrote:
While I'm here, I might ask what is enough? 180 degree spread? 360? :)

360 sounds good. Then we can make shotguns that fire pellets every direction at once =3

harrified wrote:
Is realism pasik's objective for RWR? I would assume not, lest the top-down perspective be an ironically, tremendous oversight!

I don't think full realism is what Pasik is after, however I do feel it would be cool to have realistic/authentic implementations of certain things to either improve gameplay or improve the aesthetic (sound, visuals, etc.). How far Pasik is willing to go is... well, up to him entirely, I just like throwing my own ideas out in hopes they appeal to him =)


pasik wrote:
*derp*

ComJak wrote:
sweet lord of jesus please let us play on that map :D With rocketpacks!

Now somebody has to make a city map that takes place entirely on rooftops with gaps between buildings leading to death pits. Driving loaded jeeps on rooftops over makeshift jumps over a 20 foot gap into the enemy base just sounds pretty... badass =p

Yes, totally realistical. Like I said, rule of cool has its place =3

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 Post subject: Re: Bullet Mechanics
PostPosted: Fri Aug 10, 2012 1:48 am 
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Yes 360 sounds fine for all modding purposes. Who knows what we'll come up with. modders are crazy :P

Pasik is obviously not going for uber duber realism as shown by some of the game mechanics but realism is somewhat incorporated in the game in many ways. There has been discussion about a "realism" game mode that allows players to play under harsher, less forgiving but more realistic settings. Although none of these have been confirmed by pasik, we've talked about fog of war, ammo counts, and what not. This is not a confirmed feature.

And also on the discussion of realism, will fall damage ever be incorporated? It seems almost to be a unique feature for rwr to NOT have fall damage but thats just me :)

ComJak

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 Post subject: Re: Bullet Mechanics
PostPosted: Fri Aug 10, 2012 10:12 am 
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ComJak wrote:
And also on the discussion of realism, will fall damage ever be incorporated? It seems almost to be a unique feature for rwr to NOT have fall damage but thats just me :)
ComJak


IF a realism mod(e) will be done, then falling damage may most likely be a part of it. It will need some plugin support done by pasik, so this might take a while (probably post-1.0).


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