Yarm is fun, I like to use pistols. The skins are good and pistol models are good too. Climbing is awesome, also when you are kneeled after it.
meowcat said:
2. Free aim is where the code gets all messy. It requires much higher coupling between the player and weapon code. I have to change many, many functions in the weapons to adjust how they get the player's rotation axes (both in the weapon and weaponfires classes).
Hope you can make it. Even if not, a solid conefire still can do the job. I just think about SWAT3 here, the conefire and accuracy, also during movement was the best in a "conefire" game.
I have to say, that the TD reticule system is something I always hated in the R6 games, it simulates rather a newb on a gun and not a specialist. R6:4 made it better.
Unaimed
You have a white, transparent point crosshair, simulating your ability to guess where the weapon is pointed at.
- When standing, the conefire is very tight.
- When walking same.
- When walking fast it increases, but is still pretty tight and allows good controlled fire on close distances.
Aimed
- The aimed sights are pinpoint when standing.
- Have a slight conefire when walking
- Have a larger, but still small conefire when walking fast.
Reflex sights have the weapon model displayed higher and closer to the view, still at the right side. The red dot is a red crosshair instead of the white transparent, but has a glowing effect (see Battlefield 2 Aimpoint dot).
- The accuracy of reflex sights is the same as with ironsights, but the red dot is bouncing when you move (red dots have no misalignment, but the dot displayes weapon bob aswell, because it always is pointed where the gun barrel shows).
Pistols are handled unaimed and aimed same as rifles.
Still, I hope you can make freeaim.
meowcat said:
The dropping to tactical walk to fire also seems reasonable. Its kind of funny how much that feature would have bugged me had I not actually gotten the chance to fire while moving in rl (I can't really hit anything while moving at anything over a walk really.
Exactly, actually real operatives stop and aim when they fire (before they fire), but I'm sure the ability to keep the fast walk and fire is a reasonable option in very close encounters, something real operatives surely perform when it comes to that.
But fireing when running should not be given, not because it isn't possible, but because real operatives never do this, and as I understand, they don't do it not because they mantain self control, or are taught so, but mainly because it is a natural reflex to drop speed to gain accuracy, it is something you don't really control, but just intentionally do.
Because players have no real sense for the movement and the actual weapon accuracy in a game, I think they should be the limitation to drop speed automatical when fireing.
meowcat said:
3. I like most of that, although the speed penalty when hit (seems realistic enough) really may end up turning the game into GE64 in license2kill mode (like you said, 1 shot kills since the target has little hope of making it to cover if the speed penalty is too great). I could always try it and see how it feels. I agree with the accuracy disruption, and that should be fairly easy to implement.
What I mean is, that when you are hit serious, but less fatal, you still can move to cover, ok let's say without a speed drop, but only can't use your weapon. It is like the opposite to what you have in INF.
It is like the shock state, where you run for cover, but realize later what happened, where your speed minimizes a bit due to the injury.
Ok, what about two random kinds of this "non fatal" injuries, because it will suck to hit an opponent and see him running away like a chicken:
3. Injury
3.1 Fatal
As said, fatal, lethal and knock out hits bring you down.
3.2 Serious
3.2.a -light
You receive a serious hit, but non lethal, the shock allows you to keep your movement, untill your speed and agility drops after some seconds. For a period of few seconds, after the hit you have no control over the weapon, you'll fire to the ground if pulling the trigger (randomly, sometimes you wont fire).
After few seconds you gain your weapon accuracy again, but the effectivity is lower.
3.2.b -serious
The result is the same as described in 3.2a, but when you get hit, you suffer a stunn-shock, where you are like paralyzed, can't move, your view sways a bit, weapon can't be fired.
After a secod you can move, but slow, after few seconds your speed increases, but stays slower and weapon accuracy lower.
3.3 Light
As allready described, you get a punch and pain, you stop for less than a second (you body recoils sort of), but can move fast again.
Sights get unaimed, but the weapon is still high and can be fired.
As said it would be weird to see injured opponents to run away like a chicken, so a randomized effect can make it more interessting and realistic looking.
Snce they should not be a health meter, the power of higher caliber weapons like cal .308 will express their effect in a higher chance for a more serious injury effect. Where a .223 cartridge can cause a 3.2 type effect, a .308 cartridge has a higher chance to cause a 3.1 effect.
--------------------------
Meowcat, I don't know how far you want to go with your stuff, making a "R6" mod, or so, but I can say it is an open gap in the TacGame genre.
The military genre is filled now, with the upcoming "Ghost Recon: Advanced Warfighter" and the "Insurgency" Mod, but the CQB realism fraction is empty. And I speak about CQB realism, no CS, TacOps stuff.
Who makes a game like this allready has a community that he/she knows nothing about.
"Rainbow Six: Raven Shield" caused a split in the R6 community, "Rainbow Six: Lockdown" unified them again, in a negative way, 90% of the community hates it (incl. me, I dislike both).
"SWAT4" isn't a bad game, but not the ideal as many in the SWAT community expressed.
I for my part, always waited for a realism mod adaption of R6, it's like I waited my whole life for that.
Sure designing the SP/coop experence of R6 and SWAT4 is another story, but at least having a solid realism MP thing will find A LOT resonnance in both communities.
I don't know how far your skills go there, but it would be a great thing if TD (or YARM) goes into the high quality realism direction. You can code it and always hire experienced mappers, skinners and modelers for high quality content.
Btw, what means "YARM"?.