a couple of ideas i've been messing around with... your opinion?
I''m new here, so i''m not too familiar with the general ethics on posting but here goes.
A few ideas i''d like to get feedback on:
stamina/pain rather than 100%-0% health:
if a player is wearing a bulletproof helmet but is shot in the head, they''d black out and fall on the ground for a short period of time. (yay? nay?)
if the player sprints until the stamina bar is depleted, he blacks out and stumbles/falls down. (yay? nay?)
if a player is shot and bleedign from an arterial wound (i''ve already got this working, it''s just a particle generator at the impact/wound site) or struggling about on broken limbs or enemy-fire-assisted-amputated-nubs, the pain indicator rises, and when it peaks the player taps out. (yay? nay?)
when sniping the player can hold his breath to steady their rifle, but it takes away their stamina, meaning that if they need to get up and sprint to safety they might risk blacking out.
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WARNING: Combat can be hazardous to your health.
after sustained gunfire the player can go deaf. i could do this with an EAX effect, lowering the high and mid frequencies to simulate the SPR shellshock effect, or just cut all sounds for a short while. (yay? nay?)
players can go blind as a result of flashbang grenades going off right in their face, or nerve gas, or poisonous gas, or muzzle flashes. (yay? nay?)
players can be paralyzed by being shot in the spine (hitbox running along the inside of the torso, must penetrate the armor and torso to sever spinal chord) (yay? nay?)
medics can open up a menu or have a specialized HUD that shows their teammates'' heart rates (blood pressure and stress), brainwaves (deaf, blind, disoriented, pain) and a 3d model of their teammate which can be spun around to show the wound sites (bullethole decals on models) and display little text messages: BLIND, DEAF, BLEEDING, etc. (yay? nay?)
when lookign through a scope a player fires a shot and then the enemy looks up at where the shot came from. if the enemy spots them, the player starts to shake/sway more, as if stressed or in fear. (yay? nay?)
when playing as a k9 unit soldier you can see the scent of an enemy as red puffs floating about, being blown by the wind. also, things like traps and bombs would be visible through walls and such like a white haze over the mine site. (yay? nay?)
in multiplayer, players aren''t "dead" unless they are unable to move, so things like camping and AFK is allowed. so if you lose both legs and a large proportion of your torso and only have one arm but you manage to drag yourself around the map in a circle while everyone else gets killed/incapacitated, there''s a chance that you will win the round. this could simulate the "survivors win, no matter how f*cked up they are" kind of rule. also the "it aint dead till i say it''s dead. now kill it some more" mentality. (politically incorrect i know, but i want this game to be gratuitous, gruesome, grisly, graphic, lemme look through the thesaurus and find more g words...) (yay? nay?)
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Weapons of War
players will be able to customize their regular loadout, but there is nothing for them on the field. no health, no ammo, nothing but dead enemies to steal ammo from and maybe a medic or fresh water. medics can heal wounds (but not reattach limbs) restore blood, kill pain, etc., water can stop the pain and stop the bleeding. (yay? nay?)
weapons will not affect speed, but ammo will. with all these modern alloys and plastics, it makes sense that they would be light. but the ammo (metal bullets, heavy explosives, etc) can weigh the player down. (yay? nay?)
players can carry extra stuff in big bags and carry them with them, like in big duffel bags, but can only use one handed weapons like this. they can drop these in the middle of a firefight, but there is a chance that if the bag is hit the ammo inside may detonate. medics can use these bags to store more medical supplies which can be damaged if shot. (yay? nay?)
players carry an onboard computer which enables their HUD. using things like night vision and displaying the hud and gps map drain this, also using weapons that use electricity (belt fed machineguns, electronically detonated explosives, remote controls, etc.) drains this too. the battery is charged kinetically, so the player cannot sit and camp with a digital zoom/night vision/rangefinder rifle scope on before the battery runs low. (yay? nay?)
two ways of holding the weapon: from the hip and at the shoulder. when at the hip the gun takes a second to turn (so if you turn your head quickly it takes a second for the gun to catch up) when at teh hip there is no aiming reticule. scopes cannot be used when at the hip. if there is a laser targeting device that can be used. when at teh shoulder the scope can be toggled, iron sites can be used, and the gun turns with your head like a turret like in all the otehr FPS games. (yay? nay?)
grenades:
spur: upon detonation it sends razor sharp spurs flying in all directions. these are the size of quarters or coasters, not saw blades. these can damage equipment, cause a lot of pain, and make you bleed real good.
frag: upon detonation it sends hot shrapnel through the air. these flying chunks of metal can hit someone 100 meters away (no more lame-assed blast radius. it''s all radial/projectile)
flare: when thrown they fly like a roman candle and then stay afloat for a while lighting up large areas. used to brighten areas of forest and night time situations, and also very useful for getting that gorgeous tan.
conc/percussion grenades: deafens players, knocks them over, disorients them, can detonate explosives, shatters bones, ruptures internal organs, lethal at close range...
gas (flame) when the pin is pulled it starts releasing a flammable gas. at the end of the time fuse limit it sparks, igniting the gas for a firey effect. can be ignited prematurely by gunfire, blah blah. if for some reason the fuse does not spark and set it off (dropped from too high damaging internal componants, falls into water), the gas floats int he air for a bit before dissipating. during this time it can be ignited by gunfire. also hazardous to breathe in.
napalm: when it explodes it spews a sticky, flammable substance. it sticks to skin and escpecially hair (meaning head is vulnerable) and burns for a short time (30 seconds) burns hotter, cannot be put out by water (floats to surface, cannot come up for air)
gas: (poison/nerve) poison kills immediately if not sooner. actually, the heart stops and the brain commits suicide, metabolising its own cells. no escaping this except for a gasmask. can contaminate water, making it harmful to enter it for a while. nerve: can cause convultions (takes away control from player, fires erratically, cannot control movement, might fall down and flop around) deafness, blindness, hallucinations (hearing things, seeing things) or insanity (friend or foe identification might switch, causing you to kill teammates, also voice communication comes out as babble (so you cant alert your team of your bad mood.)) (yay? nay?)
that''s enough for today kids.
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May 25, 2002 10:41 PM
quote: Original post by Gaping Head Wound
if a player is wearing a bulletproof helmet but is shot in the head, they''d black out and fall on the ground for a short period of time. (yay? nay?)
if the player sprints until the stamina bar is depleted, he blacks out and stumbles/falls down. (yay? nay?)
if a player is shot and bleedign from an arterial wound (i''ve already got this working, it''s just a particle generator at the impact/wound site) or struggling about on broken limbs or enemy-fire-assisted-amputated-nubs, the pain indicator rises, and when it peaks the player taps out. (yay? nay?)
when sniping the player can hold his breath to steady their rifle, but it takes away their stamina, meaning that if they need to get up and sprint to safety they might risk blacking out.
...blacks out...blacks out
The general public will tire quickly of blacking out all the time (pun intended). A great game is one you can blackout reality and summerge yourself into.
quote: Original post by Gaping Head Wound
medics can open up a menu or have a specialized HUD that shows their teammates'' heart rates (blood pressure and stress), brainwaves (deaf, blind, disoriented, pain) and a 3d model of their teammate which can be spun around to show the wound sites (bullethole decals on models) and display little text messages: BLIND, DEAF, BLEEDING, etc. (yay? nay?)
That''s a lot of trouble to go through to treat a person. This sounds more like a sims or RPG 3D shootem up.
quote: Original post by Gaping Head Wound
in multiplayer, players aren''t "dead" unless they are unable to move, so things like camping and AFK is allowed. so if you lose both legs and a large proportion of your torso and only have one arm but you manage to drag yourself around the map in a circle while everyone else gets killed/incapacitated, there''s a chance that you will win the round. this could simulate the "survivors win, no matter how f*cked up they are" kind of rule. also the "it aint dead till i say it''s dead. now kill it some more" mentality. (politically incorrect i know, but i want this game to be gratuitous, gruesome, grisly, graphic, lemme look through the thesaurus and find more g words...) (yay? nay?)
Grotesk, gory, gore-grind (Carcass rules!!) If you want a real dictationary of gory words, pick up the first 4 Carcass albums.
quote: Original post by Gaping Head Wound
players will be able to customize their regular loadout, but there is nothing for them on the field. no health, no ammo, nothing but dead enemies to steal ammo from and maybe a medic or fresh water. medics can heal wounds (but not reattach limbs) restore blood, kill pain, etc., water can stop the pain and stop the bleeding. (yay? nay?)
You should have this a a gametype, but not the main gametype.
quote: Original post by Gaping Head Wound
weapons will not affect speed, but ammo will. with all these modern alloys and plastics, it makes sense that they would be light. but the ammo (metal bullets, heavy explosives, etc) can weigh the player down. (yay? nay?)
Definate Nay
quote: Original post by Gaping Head Wound
players can carry extra stuff in big bags and carry them with them, like in big duffel bags, but can only use one handed weapons like this. they can drop these in the middle of a firefight, but there is a chance that if the bag is hit the ammo inside may detonate. medics can use these bags to store more medical supplies which can be damaged if shot. (yay? nay?)
How ''bput this error message instead: Backpack Full
quote: Original post by Gaping Head Wound
players carry an onboard computer which enables their HUD. using things like night vision and displaying the hud and gps map drain this, also using weapons that use electricity (belt fed machineguns, electronically detonated explosives, remote controls, etc.) drains this too. the battery is charged kinetically, so the player cannot sit and camp with a digital zoom/night vision/rangefinder rifle scope on before the battery runs low. (yay? nay?)
I read an article where this ''augmented reality'' setup will become a battlefield standard. By then, we will have nuclaer grade batteries. They will last for a very long time, but are dangeous because of leaks and explosions. Maybe you should have a message come up during extended use: "You can no longer father children" or "Warning: Nut Sac in eminent danger"
your grenades are reasonable
quote: Original post by Gaping Head Wound
fires erratically, cannot control movement, might fall down and flop around) deafness, blindness, hallucinations (hearing things, seeing things) or insanity (friend or foe identification might switch, causing you to kill teammates, also voice communication comes out as babble (so you cant alert your team of your bad mood.)) (yay? nay?)Original post by Gaping Head Wound
Sounds like a drug Over Dose. Maybe you could have crack addict steve sim as apart of the Axis team.Original by Nevermore
Timothy Leary, where are you Now? The world needs you, we''re going down.
quote: Original post by Gaping Head Wound
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Really, Am I on? Everyone can see this? Can I say ''hi'' to my mom?
thanks for the reply...
but what''s wrong with weapons not affecting speed?
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but what''s wrong with weapons not affecting speed?
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I like the idea of heavy loads slowing you down (if you try to carry too many weapons, you shouldn''t be able to run around as swiftly). Oni is an example of a game which implements this -- when you pick up one very heavy weapon, you can neither run nor jump. (You can also carry no more than one weapon at a time.)
Blacking out might be a bit drastic -- sarcastic though the previous poster may have been, he does have a point: Blacking out is boring for the player. Dizziness might be a reasonable compromise: Blurred vision, slower response, shaky aim, et cetera. Being immobilised suffers from the same problem -- being slowed down or weakened is one thing, but being unable to move makes playing pretty much pointless (I suspect most people would just blow themselves up in this situation, if they only had grenades.)
Blacking out might be a bit drastic -- sarcastic though the previous poster may have been, he does have a point: Blacking out is boring for the player. Dizziness might be a reasonable compromise: Blurred vision, slower response, shaky aim, et cetera. Being immobilised suffers from the same problem -- being slowed down or weakened is one thing, but being unable to move makes playing pretty much pointless (I suspect most people would just blow themselves up in this situation, if they only had grenades.)
i dont mean black out as in go into a coma, i mean a split second of pitch black, and a stumble or trip.
like in RTCW when those ghosts flew at you. they would make the screen black for the duration of time that they were touching you.
so it''d be the same as being knocked down.
and it doesn''t take control away from the player, it merely makes it difficult to control (lowers mouse sensitivity) for a few moments.
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like in RTCW when those ghosts flew at you. they would make the screen black for the duration of time that they were touching you.
so it''d be the same as being knocked down.
and it doesn''t take control away from the player, it merely makes it difficult to control (lowers mouse sensitivity) for a few moments.
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Well, when one blacks out, one is not aware of time passing, so to the player there should be perhaps three seconds of pitch black, followed by blurred vision, dizziness, a new position (likely that of being on the ground) and some unknown amount of time which had passed. Of course, if the player was killed during their blackout, then perhaps they never wake up...
_______________________________
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in Think Harmony With Horses
ALU - SHRDLU - WORDNET - CYC - SWALE - AM - CD - J.M. - K.S. | CAA - BCHA - AQHA - APHA - R.H. - T.D. | 395 - SPS - GORDIE - SCMA - R.M. - G.R. - V.C. - C.F.
"To understand the horse you'll find that you're going to be working on yourself. The horse will give you the answers and he will question you to see if you are sure or not."
- Ray Hunt, in Think Harmony With Horses
ALU - SHRDLU - WORDNET - CYC - SWALE - AM - CD - J.M. - K.S. | CAA - BCHA - AQHA - APHA - R.H. - T.D. | 395 - SPS - GORDIE - SCMA - R.M. - G.R. - V.C. - C.F.
May 25, 2002 11:54 PM
I think you have some pretty good ideas. I do however agree with the posters above that passing out shouldn''t be too common. When running you would be more likely to just run slower rather than suddenly faint when you get tired (unless you run for a really, really long time, but just before you faint you will most likely be running/staggering at walking-speed anyway). I do think it would be good to have fainting and dizzyness in the game, just don''t make it too common.
If the player''s stamina runs out, just make it so that he can''t run or something. Or do something like, if you have less than 5% stamina you can''t run, and walking doesn''t ''eat'' stamina, so you could never run til you faint. Fainting (or disorientation/dizzyness) would be good when the player suffers some kind of trauma to the head, or if staying underwater for too long (of course, staying underwater even longer will kill you) etc.
If the player''s stamina runs out, just make it so that he can''t run or something. Or do something like, if you have less than 5% stamina you can''t run, and walking doesn''t ''eat'' stamina, so you could never run til you faint. Fainting (or disorientation/dizzyness) would be good when the player suffers some kind of trauma to the head, or if staying underwater for too long (of course, staying underwater even longer will kill you) etc.
I like your ideas...just don''t go too overboard with them. Sometimes too much realism causes too much boredom if you know what I mean
-Mac
-Mac
"I''ve said what I''ve said, now get over it..."
realism is one thing... simulating the negitive/frustrating aspects of life is another...
yeah, i''d better make the passing out thing a rarity. rare enough that when it does happen, the player says "holy sh*t! ...did you just see that?"
i got this little thing goign where when the stamina level decreases, the bumpmap and texture on the character changes slightly, making the skin red and blotchy and making veins stick out more, and when the bar goes below 25%, the player can hear their own heartbeat.
oh, and by the way... dot3 bumpmapping roolz. it solved almost all of my problems. i love you, dot3.
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yeah, i''d better make the passing out thing a rarity. rare enough that when it does happen, the player says "holy sh*t! ...did you just see that?"
i got this little thing goign where when the stamina level decreases, the bumpmap and texture on the character changes slightly, making the skin red and blotchy and making veins stick out more, and when the bar goes below 25%, the player can hear their own heartbeat.
oh, and by the way... dot3 bumpmapping roolz. it solved almost all of my problems. i love you, dot3.
...this is a recording.
...this is a recording.
A whirlwind tour of my responses:
Stamina/Pain: decrease in stamina ought to slow the player down. If they still keep moving, it drops at a slower rate - they get slower and slower until it reaches 0 - where they black out. That''s more realistic, I think - you get tired, but if you keep pushing yourself, you black out.
The pain meter might not be such a good idea. Sure, a wound will hurt when you recieve it, but in the middle of battle with the adrenaline flowin'', you''ll block out the pain. A better idea might be a ''blood loss meter'' - where if wounds go unbandaged/treated, it increases, and if it peaks, you die. I love the idea of ''spurting arteries!''
The sniping deal is a question of balance, I guess. If the weapon is hard enough to use anyway, then you probably shouldn''t do it. However, linking the rifle into the blood loss meter might be good - if you''ve lost a lot of blood, you become ''woozy,'' which would make it difficult to aim the weapon. Plus, of course, that if you''re losing blood you shouldn''t be sitting around with a sniper rifle
Deafness = cool idea. Players tend (in my experience) to concentrate more on the visual that the audible - so you can use this without hindering the player too much. It''ll make them go ''aw, sh*t,'' but it probably won''t piss them off much. Now that I think of it , coming back to the blood loss meter (you can tell I like it ), when the player''s lost a lot of blood and can hear their own heartbeat, using this ''muffle'' effect on everything but the heartbeat would be really cool.
Blind=don''t like much. Perhaps, rather than all-out blindness, you could play with the gamma/alpha settings or introduce a marbling color filter. Like, everything turns whiter (translucent white quad in front of the camera) or - if you''re into masochism - a procedural texture, which would make the world look swirly. Also, I wouldn''t recommend using as much as you suggested - flashbangs, fine, but muzzle flashes? Wouldn''t that cause problems with friendly fire?
Paralysis - well, ok, but what next? You want the player to just sit there and hope that a medic will come and help them out? Better to just kill them, IMO.
medic hud: well, unless all soldiers are wearing biosensors and the whole thing is networked, that''s unrealistic (and I figure you''re going for realism). How about just replacing it with a list of people the medic has to watch out for, and when they''ve shouted ''Medic!'' within the medic''s range, their name lights up. The medic still has to find them and identify their wounds, which would make things interesting. If the medic''s got all the info laid out for it, it''s a little boring, don''t you think?
Sniper swaying/shaking: no, don''t like it. It just... wouldn''t work, in my mind. The sniper would be more interested in firing off a second shot to finish the job, if they''re trained. Leave the freaking out and running away to the n00b players
k9: hmm, interesting. haven''t got a clue how you''d implement it, but.. if you could, it would probably be cool. It would be a major incentive to people to play as k9s. Of course, you''ve got the whole problem of communication with the rest of your team... "Does anyone here speak dog?"
die hard: sure. Just make sure they leave blood trails
no pickups on the field: as someone already said, make this a game type. Not everyone likes Counter-strike type games.
weight/speed: uh, yeah, I guess. Don''t make it too effective, otherwise no-one will ever want to use the heavy weapons. Or, give the heavy weapons wheels, so they get dragged around, or something.
bags: hmm. You might be better off leaving those to the mappers to decide.
hud augmentation: ever played Deus Ex? The player could attain certain ''augmentations,'' or special abilites - such as night vision, increased speed, etc - all of which use ''bio-energy.'' What you''re suggesting sounds a little like that. However, charging it kinetically, I like a lot. Just make sure that the campers can''t just sit and vibrate to charge it up.
hip/shoulder: to be honest, I wouldn''t bother. Why would anyone bother firing from the hip, in that case?
grenades: yep, like ''em all. Please do claymores
OK, that''s my 2 cents (see, super value for money :D )
Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net
Stamina/Pain: decrease in stamina ought to slow the player down. If they still keep moving, it drops at a slower rate - they get slower and slower until it reaches 0 - where they black out. That''s more realistic, I think - you get tired, but if you keep pushing yourself, you black out.
The pain meter might not be such a good idea. Sure, a wound will hurt when you recieve it, but in the middle of battle with the adrenaline flowin'', you''ll block out the pain. A better idea might be a ''blood loss meter'' - where if wounds go unbandaged/treated, it increases, and if it peaks, you die. I love the idea of ''spurting arteries!''
The sniping deal is a question of balance, I guess. If the weapon is hard enough to use anyway, then you probably shouldn''t do it. However, linking the rifle into the blood loss meter might be good - if you''ve lost a lot of blood, you become ''woozy,'' which would make it difficult to aim the weapon. Plus, of course, that if you''re losing blood you shouldn''t be sitting around with a sniper rifle
Deafness = cool idea. Players tend (in my experience) to concentrate more on the visual that the audible - so you can use this without hindering the player too much. It''ll make them go ''aw, sh*t,'' but it probably won''t piss them off much. Now that I think of it , coming back to the blood loss meter (you can tell I like it ), when the player''s lost a lot of blood and can hear their own heartbeat, using this ''muffle'' effect on everything but the heartbeat would be really cool.
Blind=don''t like much. Perhaps, rather than all-out blindness, you could play with the gamma/alpha settings or introduce a marbling color filter. Like, everything turns whiter (translucent white quad in front of the camera) or - if you''re into masochism - a procedural texture, which would make the world look swirly. Also, I wouldn''t recommend using as much as you suggested - flashbangs, fine, but muzzle flashes? Wouldn''t that cause problems with friendly fire?
Paralysis - well, ok, but what next? You want the player to just sit there and hope that a medic will come and help them out? Better to just kill them, IMO.
medic hud: well, unless all soldiers are wearing biosensors and the whole thing is networked, that''s unrealistic (and I figure you''re going for realism). How about just replacing it with a list of people the medic has to watch out for, and when they''ve shouted ''Medic!'' within the medic''s range, their name lights up. The medic still has to find them and identify their wounds, which would make things interesting. If the medic''s got all the info laid out for it, it''s a little boring, don''t you think?
Sniper swaying/shaking: no, don''t like it. It just... wouldn''t work, in my mind. The sniper would be more interested in firing off a second shot to finish the job, if they''re trained. Leave the freaking out and running away to the n00b players
k9: hmm, interesting. haven''t got a clue how you''d implement it, but.. if you could, it would probably be cool. It would be a major incentive to people to play as k9s. Of course, you''ve got the whole problem of communication with the rest of your team... "Does anyone here speak dog?"
die hard: sure. Just make sure they leave blood trails
no pickups on the field: as someone already said, make this a game type. Not everyone likes Counter-strike type games.
weight/speed: uh, yeah, I guess. Don''t make it too effective, otherwise no-one will ever want to use the heavy weapons. Or, give the heavy weapons wheels, so they get dragged around, or something.
bags: hmm. You might be better off leaving those to the mappers to decide.
hud augmentation: ever played Deus Ex? The player could attain certain ''augmentations,'' or special abilites - such as night vision, increased speed, etc - all of which use ''bio-energy.'' What you''re suggesting sounds a little like that. However, charging it kinetically, I like a lot. Just make sure that the campers can''t just sit and vibrate to charge it up.
hip/shoulder: to be honest, I wouldn''t bother. Why would anyone bother firing from the hip, in that case?
grenades: yep, like ''em all. Please do claymores
OK, that''s my 2 cents (see, super value for money :D )
Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
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