Deployable Missile Shield & suppressing rounds...
Here's my latest proof-of-concept, a deployable ballistic missile shield. See the image for more as the illustrations make everything pretty plain.
Now, if this item isn't something that's coded in for players/bots to carry and use, that's fine. My MAIN intention behind this was to have these randomly spawned allover the place in any map and in a variety of combinations (tighter areas=fewer linked shield units), just so that there are more tactical/terrain options available for all involved.
I've been thinking about how if an invisible suppression-penalty round is attached to the last round in a burst (every third round) how that might not be such a good idea. Here's why: since the third round from a burst is always the most inaccurate, that would mean a good deal of suppression-penalties that SHOULD be applied are going to end up flying up into ceilings and what have you. It would probably be much wiser to apply the penalties to the FIRST round in each burst (that is, the first out of EVERY three rounds). This makes much more sense, as it is far more likely that the round that buzzes by the closest is the one that's going to be the most unnerving, right?
Also, shouldn't suppression-penalty effects also be assigned to all grenades types (minus smoke), rockets, etc.? Y'know, everything but the pocketknife!
Good night!
Kyle
Nov. 15, 2009

Here's my latest proof-of-concept, a deployable ballistic missile shield. See the image for more as the illustrations make everything pretty plain.
Now, if this item isn't something that's coded in for players/bots to carry and use, that's fine. My MAIN intention behind this was to have these randomly spawned allover the place in any map and in a variety of combinations (tighter areas=fewer linked shield units), just so that there are more tactical/terrain options available for all involved.

I've been thinking about how if an invisible suppression-penalty round is attached to the last round in a burst (every third round) how that might not be such a good idea. Here's why: since the third round from a burst is always the most inaccurate, that would mean a good deal of suppression-penalties that SHOULD be applied are going to end up flying up into ceilings and what have you. It would probably be much wiser to apply the penalties to the FIRST round in each burst (that is, the first out of EVERY three rounds). This makes much more sense, as it is far more likely that the round that buzzes by the closest is the one that's going to be the most unnerving, right?
Also, shouldn't suppression-penalty effects also be assigned to all grenades types (minus smoke), rockets, etc.? Y'know, everything but the pocketknife!

Good night!
Kyle
Nov. 15, 2009