What features do you most want to see in INF

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jayhova

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Feb 19, 2002
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What major new features would you like to see in a future implementation of INF.
To keep this thread manageable Please do not flame other contributers, saying
that their ideas are stupid, impracticable, etc. If you see a feature that you
really like in a previous post you may include it in your list of features. If
you don't have a feature to add to the thread, please refrain from posting a "Me
too" post.

There are certain features I am going to take for granted in
this thread so don't feel you need to mention them. These include: more
polys/better graphics, larger maps, better sound, vehicles, physics, etc. You
may refer to features included in a specific engine as long you don't go on
about how great engine X would be (that's a different thread). Features don't
have to be easy to empliment just realistic e.g. support for virtual reality
goggles and a motion suit would not be a good suggestion.

OK, Now let me start the ball rolling with some of my suggestions:

Realistic wounding system.
Wounds would have effects based on where you hit and how severe the
wound was e.g. a hit to the leg might slow you down or even force you to hop. A
hit to the arm might increase the difficulty of aiming or force you to shoot one
handed. A hit to the head might blur your vision etc. No more hit point system.
No more dying from small wounds and falls. e.g. walking into barbed wire would
hurt and possibly lower you combat effectiveness but would never kill you. Blood
loss would have to be treated etc.

Realistic insertion and extraction.
Helicopters are vulnerable to ground fire, RPGs, stingers, AT4s etc. Teams must
secure the extraction point and defend it until the chopper arrives, pop smoke,
etc.

Better bot AI and fixed size battles.
Bots that behave like soldiers use tactics and cover to their advantage. The ability to possess one of
these bots instead of simply spawning a new soldier. This would allow for uneven
matches where a well equipped, well trained force takes on a larger force.


More roles to play instead of just generic soldier.
Thug, insurgent, druglord, guerrilla, etc. this would make for some more variation in the sort of
scenarios you could have such as rescue/arrest someone, etc. It would be nice to
see non-combatants other than zombies. Though I'm not sure if zombies qualify as
non-combatants.

Special equipment.
Night vision, door breach charges, signal flares, binoculars, etc.
 
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keihaswarrior

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How about have it live up to its name? INFILTRATION... the name isn't SPAWNANDRUSHTHEOTHERTEAMDURINGGHEYTDM

Infiltration methods I'd like to see:
Vehicular:
Hummer, APC, Jeep, Truck
ATV, Motorcycle

Air:
Static-line jumps, HALO, HAHO
Helicopter landings, Blackhawks, Pavehawks, Littlebirds, etc.
Helicopter Fast-rope, Helicopter Rappling.
Air drop with RAMZ (from Heli or Plane)

Water:
Scuba insertion
Submarine Lock-out followed by Scuba insertion
Zodiac
Submersible SEAL Delivery Vehicle

Also tell us who we are when we fight. What country am I from? What service? What branch? What unit? --all equipment, tactics, and SOP should follow and be completely consistant with who our soldier is.
 
Apr 21, 2003
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Makes no sense to me, but I post anyway, because I like such threads.

4 things I want:

1. Weapon Handling
- Low-ready, high-ready, aim, binocular-aim.
- MG's, sniper-rifles and buttstockless weapons able to be fired from hip.
- Pistols not at the right side of the screen, but centered.
- Scope adjusting.

- A proper sling system
a) Weapon can be slinged at the left shoulder, or right-back, you can sling as much as you can carry, but only the on-top slinged weapons can be selected, to get the others you have to strap-down and drop the on-top weapons.
b) Ability to keep the at the right- back slinged rifle (smg, shotgun) slinged, so when you pull a sidegun, or grenade fast the weapon will be just dropped hanging at the chest (SWAT style).
c) Explanation: Selecting a sidegun directly without to deselect the rifle will drop the rifle (unslinged to ground, slinged hanging). With a sling key a used rifle can be slinged or unslinged. Pushing the left or right-back 'weapon-slot keys' will deselect the primary weapon, while the slinged rifle will be taken at the right-back, the unslinged always at the left shoulder.

- Excelent looking weapon-models, skins, animations and excellent sounds.


2. Movement System
- A toggle between a slow walk and fast walk.
- Additional the jog-movement and sprint on key hold (maybe a run with the weapon up).
- Crouched movements are equivalent to the upright movement: slow crouch, fast crouch, ducked run and ducked sprint. Weapons still accurate, but stamina drops faster when crouching and moving.

- Excellent looking soldier-models and animations. Visible feet and hands when climbing ladders.


3. Injury System
- Similar to 'The Sum of all Fears'. A hit makes you beeing stunned, getting a shock, the view shakes and turns, you can't fire and move very slow. The intensity of the shock depends on the impact area and caliber.

- Excellent 1st and 3rd person animations of this injury system.


4. Game Mods
- Infantry with larger battlefields, reinforcements. Ephasis lies on dominating areas, weakening the enemy force, or protect a small SF unit that has a special task. Armory represents infantry.
- Spec Ops without reinforcements, having a special task (getting documents, sabotaging, etc) and with a possibility of a co-op game. Have a flexible armory.
- Military CQB SF without reinforcements and with intense and fast CQC, rescuing hostages, eliminating terrorists. Co-op would be nice aswell. Armory is flexible, but emphasis lies on carbines, smg's, sideguns and flashbangs.

- Excellent looking maps, with random geometry and good looking weather effects and atmosphere.



Thats it.
 
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Vega-don

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aside from the obvious wounding, i would like to have a small radar than dislays me the position of my close mates , those who arent in the FOV.

because i often have to turn around to see if my mate is still behind me, and IRL i would just feel it
 
Apr 21, 2003
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I agree on that. In real-life you have a very-peripheral view, where you do not really see things, but still notice and you can tell if a mate is moving away. This small 'radar' would span over some meters around you just telling the position of mates near you (with names would be good too).
That would support tactical team movement and behavior.

As a team player I sometimes have problems to coordinate with others, they move and I have to recheck always if they're still near me and during the re-check I got shot often.

Ok, that pretty much screams for a free headturn movement, where the weapon is still pointed at the to-covering spot and releasing the head-turn-key will snap the view back to where the weapon is pointed at.
 
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yurch

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Firepower-centric combat model
Actual firefights occuring under 200m
More gametypes with (well done) spawns
Smaller, more generally open maps
Useable prone
Change of name

A reflection of the lower playercount availible to us.
 

ravens_hawk

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yurch's right (when isn't he right?)
I'll just add my take on what he said and a couple other things.
Before INF moves on to bigger and better scales (big maps + vehicular combat/movement) perhaps it should work on perfecting the small stuff.
Engine limitations aside
This means replicating player movement in first and third person correctly, online in particular, it doesn't matter if my bullets go where the sights are if the target I'm aiming at isn't there (perhaps from bunny hopping, strafing, going prone etc.)

This means bullets having an effect on the player, an immediate effect. Yeah ok (currently) maybe your stamina will go down causing more weapon sway making you more inaccurate. But the player can still aim, is probably still aimed, and can with lighting reflexes return a hail of fire in your general direction. Perhaps this means combat need to be more deadly (more body shot kills) I don’t know. The same can be said of people wearing armour. It’s a simple model I know, for armour to simple just reduce the damage of weapons, however, this system, if nothing else can mess with gameplay. (Pistol rounds and buckshot can no have no effect on the player which is far from realistic.) Of course I think I’m preaching to the choir here.

This is kinda what I was hoping for of the “in-between project” they had planned with source. Ok right now most engines won’t do big open maps with vehicles. Fine lets make a smaller game equally realistic, equally kickass, but on a smaller scale. Maybe we want to focus only on FIBUA. Yep even your regular army guys do that, there will still be somewhat “random” engagements of modern armies on a squad level in urban areas. Seems in line with INF’s mission statement. OK so we develop for only FIBUA, lets get some kickass gameplay going and see what happens. Maybe a mapper will surprise us and it will work on larger scales, but if it doesn’t you’ve still got a kickass core game. Oh well “preaching to the choir” right?
 

yurch

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[PDX]StevenGarcia said:
Just a small wish from me. I would like to be able to walk silently. Maybe an action key that, when held, would enable player to sneak (walk) slower than normal with no sound being made.
Crouch movement is currently silent in inf to everybody else.

Firepower-centric combat model
Actual firefights occuring under 200m
In the realm of RAvX style experiments. This requires a generally higher inaccuracy from players, particularly any sort of reaction fire. You know, give time for tactical manuvers and all that jive.

Hasn't been satisfactorily done yet, but hey, this is a wishlist thread, right?

This should in theory start to favor the stable high-firepower machine known as the SAW.

More gametypes with (well done) spawns
I think a smart spawn system could make them(in-round spawns) viable again. They'd need to be nonstatic. Call of Duty has an... interesting system for TDM, although obviously not conservative enough.

Dynamic Take and Secure with SPAWNS. Oh yeah, I said it.

Smaller, more generally open maps
Preference. Maze maps turn the game into hide and seek, causing scattered 1v1 conflicts that are usually resolved on the spot. If both survive, usually one can dissapear into the maze well enough to create suprise later.

No teamwork happening there, unless it's a sort of directed attrition. Yeah, I'll just play CS for that.

Useable prone
Prone is awfully damned clunky. 'Nuff said.

Change of name
Infiltration doesn't really happen when both teams are thrown into the game expecting immediate contact. The only infiltration I've seen in a game is with established-behind-lines sectors and huge playercounts, like the tribes or battlefield series. And well, we don't have that.
 

theRoadStroker

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*more costomize-able weapons ..meaning more attachments and effect for them (affecting weapon handling and such more)

*rpg inf :D ...stats ... every soldier is unic and diffrent(or how you spell it :p special)
saying ...a stat system that alow you to ex. quiet(er?) footsteps stamina mental ..and so on ,you can choose what you want to be good at ....and bad at :p

*a none- lethal way to take down your enemies ex(dono)...darts?...surrender system`(maybe can work same as tk system ...like lose all your kills or get kicked if kill to many?)....sort of bagammo SWAT use?...wounding system?

*what i dont wanna see in inf ..: tanks ...armed apc´s ..attack helis ... i get enought of those rapping noobs in bf2 :p
 
Apr 21, 2003
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yurch said:
Firepower-centric combat model
In the realm of RAvX style experiments. This requires a generally higher inaccuracy from players, particularly any sort of reaction fire. You know, give time for tactical manuvers and all that jive.
Hmm...


yurch said:
This should in theory start to favor the stable high-firepower machine known as the SAW.
It's all the injury-system. When directly comparing MG's, or rapid fireing rifles (Famas) with normal rifles a poor injury-system makes the first ones uber.
 

yurch

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geogob said:
Well that wouldn't be anything new, IMHO :p
Right now the SAW is just a very loud MP5 you need to walk with. :(
Psychomorph said:
It's all the injury-system. When directly comparing MG's, or rapid fireing rifles (Famas) with normal rifles a poor injury-system makes the first ones uber.
I don't think the injury system really has a damn thing to do with it. Consider everything a one-hit-kill and remove that factor from the equation entirely.
 

geogob

Koohii o nomimasu ka?
Right now the SAW is just a very loud MP5 you need to walk with.

True. But still the most efficient weapon in most INF situations. it's the most versatile and overall the best support weapon. You could think that the fact it incredibly balanced to crap would undermine that, but even with all those nice features*, it's the best equipement...

*Those nice features:
- No aiming while jogging
- Incredible random recoil while fireing crouched
- Insane recoil while standing
- Hell freezes over each time you fire while walking because the recoil is so infinite
- It has a nice short-burst jam bug
- Bulk is rediculously high for the MG (but a bit low for the 200 rnd cans)
- It's so loud that after you froze hell to death, you wake it up screaming
- It's best used in a position (prone) in which it takes you decades to get in and centuries to come out from.
 
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Domino

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I would just like to see a more satisfying shooting system, with injury/death animations for different areas of the body.

And you should also see your torso and legs if you look down.

but most of all, I think it'd be cool if some of the weapons could be rendered so that people with anistrophic filtering could get that "raised texture" effect, like on handgun grips and stuff like that. (This is a bit off topic, but the Berretta M9 texture needs a little work, it makes the gun look blocky and awkward)

and INF needs the UT2K7 engine. That's about it.
 

geogob

Koohii o nomimasu ka?
whaaaat? Domino? no 1911???? :confused:


Crowze: no. Hell will froze over again and again before I exagerate.


About peripheral vision, I have a few good ideas. Hard to implement, especially with current engines. Mutators won't achieve that. Would require 16:9 screen factor (or letter boxing for standard 4:3 monitors), and would require stuff very low level to achieve. You need to be able to render a spherical or cylindrical field of view. Increasing bluring effect along the edges. Would require some experimentation. But having a spherical FOV would be like having a variable FOV. When you look at the middle of the screen, from one pixel to the other you have like x MOA and on the side, between two pixels, you have y > x MOA. So the more you look on the side of the screen, you have a wider FOV, but with less spatial resolution. Would be nice, because you would also have a much better perception of 3 dimentions.

Again, this would need a lot of testing and experimentation
 
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jayhova

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yurch said:
Firepower-centric combat model
Actual firefights occuring under 200m
In the realm of RAvX style experiments. This requires a generally higher inaccuracy from players, particularly any sort of reaction fire. You know, give time for tactical manuvers and all that jive....
This should in theory start to favor the stable high-firepower machine known as the SAW.

Ok, I'm trying to nail this down to a feature here (rather that an "I wish there was a way to make this happen" statement), so bear with me. Would you say that you would like a vector system that realisticly simulates the aimability of weapons. That is to say the weapon acts more like it is attached to a human being and less like a turret i.e. weapon has inertia and is attached to a human with many moving parts. I would also assume that realistic weapon deployment times would be in order. No more choose a weapon and BooM ready to go.

yurch said:
Smaller, more generally open maps
Preference. Maze maps turn the game into hide and seek, causing scattered 1v1 conflicts that are usually resolved on the spot. If both survive, usually one can dissapear into the maze well enough to create suprise later.

Would you say that you would want less contrived, more realistic maps? It always seemed to me that maps in INF have been up until now created to be very maze like in an effort to balance things. In reality this is almost never the case. Locations are rarely balanced and cover is a precious comodity. I hardly ever walk down the street and see crates full of stuff everywhere.

yurch said:
Useable prone
Prone is awfully damned clunky. 'Nuff said.

Would you say a more realistic movement system? I know AA put some effort into this and you can see it in the crouched movement where when your soldier stops he settles down into a proper shooting position seated on the knees rather than in a crouch like in INF (shooting from a crouch would be horribly inaccurate). Of course getting rid of hit boxes would be great too or at least having more accurate hit boxes that actually follow the actions of the INF character would be nice.

yurch said:
Change of name
Infiltration doesn't really happen when both teams are thrown into the game expecting immediate contact. The only infiltration I've seen in a game is with established-behind-lines sectors and huge playercounts, like the tribes or battlefield series. And well, we don't have that.

I tend to be in the camp of making the game more like the name. I.E. making the game more focused on small, mission oriented scenarios and less like a football game with the cd as the ball. But yes, INF should either be more like the name says or have a name change.