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Thread: More realistic/depressing feeling

  1. #171
    Corporal G4meM0ment's Avatar
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    Quote Originally Posted by NoRailgunner View Post
    Well the main goal of suppressive fire is basically to keep the enemy "pinned down" - preventing them to shoot, move and observe the situation. Machine guns and artillery are used to suppress the enemy with good effect. How does the suppressed feel - well depends of his own physical + mental conditions, training and what he is supposed to do. Most will tell you that they were seeking for hardcover, keeping their heads down and after a certain time trying to get back the initiative or figuring out how to stop the suppressive fire or how to leave the area. Some may have shaking hands and temporarily deafness until the "surving instinct" kicks in. This certain time of panicking isn't for everyone the same and doesn't depend on the rank/medals/achievements or marksman skills - one recovers fast, the other needs some seconds more and another just needs to be shouted/yelled (or kicked/pushed) at. Of course you cannot train for every situation but you can train to keep this panicking time as short as possible and get back to the mission. Imo good and believable suppressive effects are sound of bullets + impacts + explosions, orders shouted from TL, swearing from teammates and increasing "plings" of bullets/ricochets very close to the player. No need to have the vision stylish blurred, splattered with blood or dirt or even pulsing eyeballs. Let the player get his head or ass down on his own instead of forcing him into a color/camera sfx trip.
    May teis "trip" should be only start if its moratar fire or heavy machine guns (for example if a mortar hits near you you will loss your consciousness). And if you say every one got another experience of beeing supressed, I need to say BI devs said that also won't have diffreent skills for the soldiers, like one can run faster or shoot better. I think if they add these features they should find a middle way.

  2. #172
    Warrant Officer Iroquois Pliskin's Avatar
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    Quote Originally Posted by G4meM0ment View Post
    May teis "trip" should be only start if its moratar fire or heavy machine guns
    Heavy machine gun fire happens often, you'd cripple the entire enemy squad by this "trip", in addition to killing them with 850 rpm wall of bullets. I see this "psychedelic trip" mechanic as something like: I win if I miss you, I win if I hit you.

    (for example if a mortar hits near you you will loss your consciousness).
    That's another issue altogether, wounds could be properly simulated, along with loss of consciousness, deafness etc.

  3. #173
    Quote Originally Posted by Iroquois Pliskin View Post
    Heavy machine gun fire happens often, you'd cripple the entire enemy squad by this "trip", in addition to killing them with 850 rpm wall of bullets. I see this "psychedelic trip" mechanic as something like: I win if I miss you, I win if I hit you.
    The very essence of suppression
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

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  4. #174
    From reference link:
    I almost always experience tunnel vision. Whilst under fire I might as well use my binoculars to observe through; my broad vision has disappeared anyway.
    Although I highly immerse myself, greatly aided using soundmods, ending up with a fast heart rate and adrenaline rush. But never to the point where I in real life develop tunnel vision. Not even remotely close.
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  5. #175
    Master Gunnery Sergeant -Coulum-'s Avatar
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    I can see why suppression effects are not everyone's cup of tea. I personally would like it. More teamwork and tactics, and better, longer, more realistic firefights. Thats more than convincing enough for me even if its seems a bit "gamey".

    This vid actually clearly demonstrates how there is a lack of suppression in arma 2. Look how many enemy those russians took down even while under a shitload of fire. And most of both sides were dead before they got within 100 metres of each other because of it. Despite all the US fire, it only reduced the russian's combat effectiveness by a negligible margin. They must have been fanatical soldiers.

    Of course making it an optional feature would be the best option.
    Last edited by -Coulum-; Aug 22 2012 at 21:30.

  6. #176
    Master Gunnery Sergeant Liquidpinky's Avatar
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    What about adding combat fatigue in there as well, eventually your avatar will no longer give a shit about incoming fire and will in fact take increasingly stupid risks.
    Or is that taking the realism thing to far?



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  7. #177
    Quote Originally Posted by Liquidpinky View Post
    What about adding combat fatigue in there as well, eventually your avatar will no longer give a shit about incoming fire and will in fact take increasingly stupid risks.
    Or is that taking the realism thing to far?
    You can't affect action, only effectiveness

  8. #178
    Master Gunnery Sergeant Liquidpinky's Avatar
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    Quote Originally Posted by DMarkwick View Post
    You can't affect action, only effectiveness
    Yes but it would eventually cancel out whatever suppression effect is put in place.

    I had a thought to introduce real fear, or at least an incentive to survive.
    DayZ introduced the persistence server into A2, what if your own avatar gained actual skill over time or training and upon death it was reset back to zero.
    Would give you a reason not to die, making real life suppression techniques without visual gimmicks work.
    Nothing game breaking, just the ability to carry a little more with less fatigue. Maybe slightly faster turn speeds etc. Things you can proudly work on and have an incentive to keep you avatar alive.
    Not talking stupid unlock-able camos or crap like that, proper usable skills like you would get if you were a real soldier undergoing real training.

    Would make me think twice before Ramboing out from behind cover.

  9. #179
    Corporal G4meM0ment's Avatar
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    Quote Originally Posted by Iroquois Pliskin View Post
    Heavy machine gun fire happens often, you'd cripple the entire enemy squad by this "trip", in addition to killing them with 850 rpm wall of bullets. I see this "psychedelic trip" mechanic as something like: I win if I miss you, I win if I hit you.



    That's another issue altogether, wounds could be properly simulated, along with loss of consciousness, deafness etc.

    But in ArmA II there is also a kind of suppression effect, you breath faster and can't aim anymore, I don't understand what would be so bad if your screen just truns a bit more gray, to simlulate adrenalin.

  10. #180
    Quote Originally Posted by Liquidpinky View Post
    Yes but it would eventually cancel out whatever suppression effect is put in place.

    I had a thought to introduce real fear, or at least an incentive to survive.
    DayZ introduced the persistence server into A2, what if your own avatar gained actual skill over time or training and upon death it was reset back to zero.
    Would give you a reason not to die, making real life suppression techniques without visual gimmicks work.
    Nothing game breaking, just the ability to carry a little more with less fatigue. Maybe slightly faster turn speeds etc. Things you can proudly work on and have an incentive to keep you avatar alive.
    Not talking stupid unlock-able camos or crap like that, proper usable skills like you would get if you were a real soldier undergoing real training.

    Would make me think twice before Ramboing out from behind cover.
    That's not a bad idea. I might suggest that you can do this on a per-profile basis, so you can still have your normal gameplay too. But yes, another good implementation of the persistent server.

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