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Recoil - let the experiments begin.

Discussion in 'New Version Suggestions' started by gal-z, Aug 10, 2005.

  1. DEFkon

    DEFkon Shhh

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    The problem with trying to simulate recoil is that your not really trying to simulate the weapon so much as you are trying to simulate a person, which means even with "extensive expirementation" with real life weaponary the results are going to be biased.

    Personally i always thought that it would be intresting to let the player input some personal information that would be reflected in the avatar. Age, Sex, Height, weight, build glove size.
    and then some questions to determin strength, endurance, and other physical traits. How much can you bench, your fastest mile, ect ect.

    That way the players avatar could more closely mimic their actual physical traits. Note that nowhere did i mention any type of "skill" based system that would effect aiming or reloading times. Just how far can you run, how much can you carry, how much recoil will you "feel".

    Of course people could lie, and say that they were olympic athletes, which is just fine, everyone's free to mess around and see what it's like. maybe a positive benefit would be for players to actually want to exercise in real life.
     
  2. Harrm

    Harrm I am watching porns.

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    That idea actually sounds awesome. Makes you wish it was feasible.

    I gotta' get back into airsoft...

    --Harrm
     
  3. gal-z

    gal-z New Member

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    I would say the fat geeks that can't move at all (that have an equal right to play this game) would either hate this idea or cheat it :D
    My suggestion is to solve this by simply deciding on standard size, strength, stamina, training etc that the INF soldier has and use these to simulate everything - as you said, it's not just simulation weapons, it's simulating a person. I still think everyone should be equal though and play an equally skilled/trained/whatever soldier.
     
  4. Psychomorph

    Psychomorph  

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    Yeah sure, different body heights, strengh and training levels. Now who's realism nitpicky, huh?
    Why not making someone hearing better and another beeing red-green blind? One is ill, another is hungry.


    Ahhh feels good, I had to do it.
     
  5. Craetech

    Craetech New Member

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    Here's my 2 cents..

    1. Ironsights alignment by player
    One of you guy's idea made me think of something else. The use of freeaim to manually align the front and rear posts of the ironsight. When the weapon is shouldered, there will be a slight misalignment based on the position of the weapon relative to the "sweet spot" or center of freeaim. If weapon is above the center, the front post will be above the rear post, etc. This misalignment at most is good for a ~15m shot. But you will need to move the weapon to the center of freeaim to align the sights for perfect aim, and hold RMB to "lock" the alignment (as tho there's no freeaim). Reloading, going prone, jumping, falling, getting hit, jogging and sprinting will force to unlock so the player needs to re-align after. This is more realistic (in a simulation sense), requires players to really practice to be good, and ensures difficulty for players to twitch-aim and hit someone from over 150m.

    2. Recoil
    I support the implementation of recoil setting the aim diagonally up-right (or up-left if there's left-handedness in future engines) because it proven realistic and also for gameplay. It is way too easy to compensate an upward-only movement (I can burst the M16 and place all 3 shots at a target 100m away) as compared with a diagonal one as the player needs to handle x- and y-axis instead of just a single axis. It may be a good idea for a different angle of diagonal based on the weight, barrel length, stance, etc.
     

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