@chuckus:
In reality most things feel fluid and as one, you take the rifle to lowready intuitively aswell, but how to make all this in the game? I still searching for keyless solutions, but your "moving the aimed rifle to the right lower corner" idea has same problems like Beppo's & jayhova's "lollypop" concept (we discussed it in the past), where you move the rifle to the middle of the bottom screen, to take it to lowready, keyless.
These functions can be annoying if they are done without your intention, just because you accidently moved the weapon there, while you wanted just to look lower or look to the lower side (from a roof).
I rather prefer holding a key and know for sure that I have full control over all my actions.
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You are speaking about snap shots from a quick aimed position, don't you? I agree that in CQB it have to be done very quick, the original concept of highready/aim included a holding key for rifles/shotguns/smg's and maybe MG's too.
Holding is simply better when you need to quick aim and snap shot and unaim again and all that on the move in CQB. Better holding and releasing than clicking and clicking.
As for the effectivity, you're right of course, but they are some points I would like to "advocate":
In INF you have the sights "aimed" and need just to raise them to make aimed quickshots, but with the highready/aim concept you would raise the lowered weapon too AND during the "movement" hold the aim key to aim the sight, result would be, that it would take about same time to place the sights. Advantage even would be, that you don't need to hold the rifle that low, like in current INF to have a full free look over the sight.
Ok, you can argue that with the current INF system you don't need to hold/push any keys and that is more comfortable, but they is another point to think about:
In INF the sights are centered always, to put them on a target, you need to move them up, which makes the target disappear out from your view for a short time (covered by the rear sight apperture).
With true to life modeled sights and a more true to life distance of the rearsight to the eye, which makes the sight beeing much bigger in total, it will be a huge problem in CQB (a really huge) to do these extreme fast and effective aimed snap-shots (see FAMAS sight).
The highready/aim system on other hand allows you a longer visual contact to the target untill it is "marked" with the sight. You would move the gun toward the target, still having visual contact, than the sights appear at the centre lightning fast and you can instantly squeeze the trigger. The sights would appear centered havig the target inside the aperture allready (at least the chance for this to happen is pretty high, with practice even higher).
My main point suggesting this aiming system is not only to have it visually as clean as posible, or to support/make easier unaimed shooting, but rather to support the ironsight use as good as possible.
I hate nothing more than the lame aiming in games like AA:O, while in reality I can aim a rifle more than double as fast, placing the sights almost exactly on the point I want to hit without loosing the target out of sights (the accuracy on other hand is another story).
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As for the aim animation speed. Depends on what can be done coding wise, but I speak about a really fast one.
I mean the right eye is slightly above the rearsight (sort of), you just lower the head slightly and close the left eye, which means you have a short animation of the gun moving only up a bit, untill the sight instantly appears centered without any further animations (just some "rest" movement and further sight stabilization).
Yes,
NO fluid "to the center" movement of the gun model, that is NOT what you see in reality.
Same goes for unaiming, I mean you release (or push again) the aim key and the sight
disappears INSTANTLY, you just see the weapon model appearing at the right side continuing a short animation (moves lower slightly, because the head is lifted to look with both eyes over the sight again).
It's ok if you have your (different) opinion on that topic, but imo these are some serious argumentz
.
chuckus: said:
With a shouldered and very concentrated weapon position that I suggest, it wont be a such big problem to fire unaimed on really close distances, nor is it in real life.
But to fire accurate on larger distances, absolutely,
Well maybe I misread your post but you said this:
So, the question is, would it be possible to make the unaimed-shouldered weapon position same as I explained above, but holding the "aim key" wont move the weapon exactly to the center, but a bit off. The Dot will appear and give you a simulated "with both eyes aimed" view.
From what I gather and what I seei nthe pic, your "simulated with both eyes aimed view" is a cross hair which means it's even more accurate than the iron sights themselves. Could you clarify
This is about reflex / red dot sights only. These sights can be aimed with both eyes open (I'm sure you know that).
Look at
this example I've made some time ago. From what I experienced the left eye sees an aimed rifle at the right side, which is visually dominant, because it is at a distance to the eye, you simply notice it at the right side. The right eye sees the rather blurred out sight at the center, less noticeable, because the left eye compensates the blocked view area, the DOT is what you see clearly, because it is a glowing reflexion/projection.
You can not visually catch such an "image", or impression aesthetically in a game. I belive the pic I posted above is the most true to reality and aesthetically correct "solution" possible (sorry for the arrogance
).
That's why I say, that the weapon have to be even closer to the view in comparison to a high-ready weapon origin, but the DOT is centered.
Also because the aimed reflex sight is closer to "high-ready", than to "ironsight aim", it keeps the same freeaim zone as the high-ready, these are almost the one and same things (of course they are various differences, that will be noticed ingame).
Forgive me my radical view of things, but I rather have reflex sights completely NOT presented in the game, than having them implemented in a wrong way.
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Your training experience is interessting, keep em comin
. I also have some question in relation with movement, but later on this, my posts are allready so F**KING HUGE!