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Adrenaline rush[message #357851] Mon, 12 August 2019 22:34 Go to next message
Greyfoot is currently offline Greyfoot

 
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Registered:November 2010
Location: Dublin
While browsing the various resources on the game I had this idea reading about morale's effect on accuracy.

I was thinking about getting shot at(no, not literally suprised ) during a gunfight. I am sure that once bullets start to fly by most greenhorns(red shirts cheeky ) get extremely jittery while grizzled veterans would shoot back without a hiccup. Now I am aware that suppression effects are already in place, which is great but the thing I am talking about is different. Surely a veteran and rookie would keep their heads down regardless of experience while being shot at intensively. (Unless he's called Tom Sizemore)

Could a system be implemented where shot count dependant adrenaline rush may be experienced by friends and foes alike? Say first few bullets raising the level which provides AP bonuses while introducing aiming maluses? The level would then decrease in any given firefight as guys and gals get used to being shot at negating penalties? Most obvious trait governing how much and how long one would be effected is experience.

Wise man

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Re: Adrenaline rush[message #357852 is a reply to message #357851] Mon, 12 August 2019 22:49 Go to previous messageGo to next message
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@Greyfoot
Adding random adrenaline effect to soldiers under fire is possible, I even once added experimental code for that. It will allow quick boost of AP (with also some negative effects on skills) for several turns, after that there will be negative modifiers to APs and BPs if I remember correctly.



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Re: Adrenaline rush[message #357854 is a reply to message #357852] Tue, 13 August 2019 00:24 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
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Sounds exactly what I was thinking, have you ever uploaded it anywhere yet? Would it be possible to base the effects of it on say experience level?

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Re: Adrenaline rush[message #357856 is a reply to message #357854] Tue, 13 August 2019 03:46 Go to previous messageGo to next message
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Greyfoot wrote on Tue, 13 August 2019 02:24
Sounds exactly what I was thinking, have you ever uploaded it anywhere yet? Would it be possible to base the effects of it on say experience level?
Currently the chance to start adrenaline under suppression looks like this in my experimental code:
Chance((100 - pSoldier->aiData.bMorale) * sPointsLost * pSoldier->stats.bLife * pSoldier->bBreath * ShockLevelPercent(pSoldier) * 10 / (100 * pSoldier->stats.bLifeMax * 100 * APBPConstants[AP_MAXIMUM] * (10 + pSoldier->stats.bExpLevel)))

[Updated on: Tue, 13 August 2019 03:48]




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Re: Adrenaline rush[message #357860 is a reply to message #357856] Tue, 13 August 2019 11:31 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
Registered:November 2010
Location: Dublin
My math skill is a bit rusty but I got it eventually. suprised Could you implement a time frame for the effects? I probably should have posted this in the feature request section as my modding skills are very limited, sorry about that.

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Re: Adrenaline rush[message #357940 is a reply to message #357860] Thu, 22 August 2019 20:05 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
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How adrenaline rush works in the game:

https://youtu.be/1ws5aG11oAw?t=482
At 8:02 Chaos is suppressed and adrenaline effect starts, giving +10 AP for 5 turns and then -10 AP for 5 turns, and also morale and BP hit later.
Also while the adrenaline effect/side effect is active, soldier has penalty to marksmanship.



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Re: Adrenaline rush[message #357954 is a reply to message #357940] Fri, 23 August 2019 20:59 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
Registered:November 2010
Location: Dublin
Seen it mate, very nice, glad someone like you already thought about it as a feature. Is it included in your experimental AI yet? If not, are you planning to include it in the future?

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Re: Adrenaline rush[message #357957 is a reply to message #357954] Sat, 24 August 2019 04:11 Go to previous message
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Greyfoot wrote on Fri, 23 August 2019 22:59
Is it included in your experimental AI yet? If not, are you planning to include it in the future?
It's in Ja2+AI since r1108, also it should be relatively easy to add this feature to the main trunk once it is sufficiently tested and balanced.

In addition, soldier under suppression now has small chance to go psycho, in this case he we shoot with autofire like crazy, also AI soldiers will throw grenades more often.

[Updated on: Sun, 25 August 2019 04:41]




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