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Not good forcing players to abuse the interrupt feature in a game. If you''re counting on players reloading rather than avoiding getting killed in the first place, then you lose most of the realism you gained from having an easy-death combat system...
yeah I know, of course the player shoulnd''t have to expect to save and load 15 times while doing a mission because it''s impossible without it.. I realize that I DO have to draw the line between realism and ... lost the word. well, fun, I guess, but that wasn''t what I was thinking. Sorry, just sat a bunch of hours programming Djikstras algorithm... so I''m seriously tired now.
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We used Airsoft in search training, yes. I''m sure you''ve taken one in the back when you least expected it. Not pleasant, but an effective reminder to check inside the cabinets and to keep your light off when you aren''t using it.
yeah
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I agree about the save/load feature being abused, but if you can get through a game without needing it, the game was too easy. You need to strike a balance between waltzing through the game and getting sacked every time you open a door.
Exactly. If the game is impossible, then it isn''t fun. My first priority is of course to make a fun game. I''ll just try to make it as realistic as possible. I do think pulling that off is possible...
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If your objective is realism, lose the "dodge" skill. Nobody dodges bullets in real life. The time from the gun going off to the bullet hitting the target is negligible. If someone shoots at you and you don''t get shot, it''s for one of two reasons: Either it wasn''t aimed at you properly or else something stopped or deflected the round in flight. Replace dodging with zones of cover and enemy error, and you''ll do okay. Remember to take into account that hitting moving targets is hard, firing accurately while you yourself are moving is harder still, and shooting at a moving target while moving is nigh impossible.
You''re right, I probably don''t need it. The game will use a 3D engine (most likely it''ll be a mod for UT2003), which means that the bullets WILL hit exactly where it should.
As it is now, I''m considering to use a skill-system without and visual numbers; your skill will be something like Untrained, Expert, or Master. Each of these will make you a lot better at the skill, and since I really wanna allow for "cool action" as well as realism, I''ll make it so the best "rank" in Pistols will allow the character to hit almost anything. Well, if it isn''t too far away.
But basically, I want the character to be able to dive past a door, spot a guy in the room inside, and kill him with a shot in the head. And then fall down, on the other side of the door. Yeah, I know that isn''t all that realistic, but I''m going to make it extremely hard getting that good in any skill.. Again, the difficulties of balancing the game..
If this game is going to be based on a realistic portrayal of death, then you''ll need to make sure that the player isn''t the only one with instincts for self-preservation. Try to build the AI such that things like cover fire work properly, so you can shoot at a bunch of guys and they''ll scatter to cover rather than standing their ground and blasting at you Terminator-style. Nothing sucks more than trying to stay alive while fighting against guys who don''t care if they die.
Of course I''ll try to implement some really nice AI, cause like you said, it won''t be funny trying to kill a bunch of people just standing there shooting at you. I just hope I can find someone with the adequate skills to do it
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utally Assured Destruction arises easily, especially if there are grenades around. You might actually want to capitalize on this, and include psychopathic enemies who will gladly fill their shorts with C4 and rush you, but don''t make every enemy capable of this.
Hmm.. maybe I can include some sort of religious cult or something with zealots that would do stuff like that. Well, it''s worth having in mind I guess.
I hope that there will be an nice way to illustrate destruction in the engine I/we choose. It''d be nice to be able to fire at a wall or door, watching it get damaged as bullets hit it, and more importantly: Holes should show, and let your character see through. Could be a vital strategic option…
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Save/Load, that''s boring, why should I DIE when I loose a battle, I could become prisonner, or whatever, there''s no NEED to kill the player.
True, but it requires A LOT more story-writing and stuff for that to happen.. But yeah, at some points in the game I agree that could be very cool indeed, changing the plot quite dramatically.