Home » FULL CONTROL GAMES » #JAFDEV Tactical Layer » Let's start talking about game mechanics, shall we? (Cover)
Let's start talking about game mechanics, shall we? (Cover)[message #320555]
|
Fri, 24 May 2013 15:36
|
|
Jimmious |
|
Messages:10
Registered:March 2007 Location: Greece |
|
|
So, if we know one new gameplay feature for sure, it's a "better" depiction and use of cover.
I am wondering how this will be achieved!
For example, when in cover will some bodyparts be unavailable to aim at? (eg when behind a short wall, "body" and "legs" won't be aimable)
Or will the cover simply decrease aiming percentages? (That I find a bit too simplistic for a JA game, unless we're talking about a bush or something - also that would make the game a "run-from cover to cover" game like the latest XCOM, not that it's bad but it's certainly different than JA2)
Let me see opinions here
[Updated on: Fri, 24 May 2013 15:37] by Moderator Report message to a moderator
|
Private
|
|
|
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320572]
|
Fri, 24 May 2013 16:30
|
|
JP'TR |
|
Messages:104
Registered:April 2009 Location: Germany |
|
|
If you see the enemy, you should be able to aim at all bodyparts, Head, Body, Legs, like in JA2.
Even if the Merc is not seeing them (the targeted bodyparts), if you see just one part of a Body you can imagine where the rest is.
I would like this should be also possible (the aiming at all bodyparts), if the Cover is not penetrable, so you have self to think about whats possible and whats not, regarding to the weapon/caliber.
In JA2, the Enemy allways was going dark red (i think it was, colorblind..) if your Merc was not able to see the part you shoot, that was a good way to show, that your Merc is not viewing the target, and has to make a blinshoot, with some aim penalties. At all i liked the old system in this points.
[Updated on: Fri, 24 May 2013 16:31] by Moderator Report message to a moderator
|
Sergeant
|
|
|
|
|
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320582]
|
Fri, 24 May 2013 16:52
|
|
Sam Hotte |
|
Messages:1966
Registered:March 2009 Location: Middle of Germany |
|
|
VoyevodaSam_Hotte
..you cannot aim at them; you may aim low and take a guess, where a knee may be and shoot a burst trying to hit the legs - but you cannot aim at a leg.
Why can i not aim at your leg, if i dont see it? If i see your arm coming out behind a door i can aim at your leg, i know where legs are at a body, even if i dont see it.
No, you don't know this, you can just take a (more or less educated) guess.
Exaggerated example: If you just see my arm, you cannot know that I am standing just on one leg ...
Quote:There would be no point to prevent me from aiming at your leg if i want to try that.
that's what I was trying to say: you do not aim at a leg, but to the area in which you expect the legs to be.
Edit:
So in terms of implementing this in game you'd need something like this:
Assuming targeting body parts was done as in JA2 by moving any sort of reticule over target's body and it will show "head", "right arm" or such.
If legs were to be concealed by penetrable cover, moving the reticule over there would not show you "legs", but you'd have to do something to force shooting there (like right clicking to bring up targeting cursor in JA2). on doing this, you could still hit a leg depending on luck, experience of merc etc.
[Updated on: Fri, 24 May 2013 17:03] by Moderator Report message to a moderator
|
Sergeant Major
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320583]
|
Fri, 24 May 2013 16:56
|
|
JP'TR |
|
Messages:104
Registered:April 2009 Location: Germany |
|
|
Sam_Hotte you do not aim at a leg, but to the area in which you expect the legs to be.
I got your point, but still i say i aim at your leg!, i think myself the lines of your body behind whatever and woudl try to give an most exact shot in that position, where i figured out your leg would be. If you stand on one leg your arm would be shacking.
If you are not aiming, you are spraying, but skilled players aim. If it works in a Shooter, why not in real? The view is the same.
In the end the crowd is calling me a wallhacker, but thats the way it works.
[Updated on: Fri, 24 May 2013 17:03] by Moderator Report message to a moderator
|
Sergeant
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320586]
|
Fri, 24 May 2013 16:59
|
|
gdalf |
|
Messages:89
Registered:May 2013 |
|
|
Whatever happens, they better not use the XCOM:EU model of adding percentages based on half cover or full cover + destructible environments that were either there or not there... that was horrible.
A typical assault rifle can penetrate a small tree trunk (eg pine trees) easily... obviously the bullet slows down a bit going through and it would be interesting to see if they can model this based on the thickness and resistance factor of your cover, both of which deteriorate under concentrated fire (rather than say fixed values like concrete=0% penetration; wood=50% penetration; glass=100% penetration or some similarly simplified mechanic). Rather the resistance factor combined with thickness gives you a value about how much the bullet slowed down, and consequently the damage it can inflict. And both decrease with every hit they take. Then you can do interesting things with destructible environments eg. bullet proof glass (which has its limits!), thin prefab concrete being chewed up by MG fire, etc
The second consideration would be profile - e.g. a thin tree provides you next to no cover at all, a thick tree provides very little effectively, but hide behind a redwood and you're pretty safe. This will be very complex in synching the graphics with the mechanic so that you could hide behind a broken down wall with some exposure, or good use of trenches, even street curbs or similar. But it would be great if they can work in a mechanic that allows profile to deteriorate under heavy fire too, so you can't hide behind a fallen tree and be safe forever. Movement then becomes much more important and you can't set up a fixed killzone and watch your enemies run into your sights.
The BF series had some of this but it was heavily simplified - some things were destructible, and others weren't. You just had to play the maps endlessly to know which was and wasn't, but it was nice to see that previously 'safe' perches become death traps with a nice RPG in hand
Report message to a moderator
|
Corporal 1st Class
|
|
|
|
|
|
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320599]
|
Fri, 24 May 2013 17:20
|
|
JP'TR |
|
Messages:104
Registered:April 2009 Location: Germany |
|
|
Example: You are running in PANIC in a door into a hut without windows, 3 meters inside, you get killed with one single headshot, what happend?
A luckshot?
Or did someone maybe followed your path with a good calculated aiming and give an very exact shot?
Yes, turnbased is different, and without a "ghost" like DepressivesBrot exapmled it, you can't shoot invisible people, but with that bodypart thing its exactly the same.
I would be sad about if my Mercs can not do what i could do.
But liek i said, the Mercs have different skills, and if you have a system what gives penalties for shots at targets you don't see, everything is fine, don't you think?
Report message to a moderator
|
Sergeant
|
|
|
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320612]
|
Fri, 24 May 2013 17:44
|
|
Sam Hotte |
|
Messages:1966
Registered:March 2009 Location: Middle of Germany |
|
|
VoyevodaExample: You are running in PANIC in a door into a hut without windows, 3 meters inside, you get killed with one single headshot, what happend?
A luckshot?
Yes. You were lucky that I did exactly what you expected me to do.
Quote:Yes, turnbased is different, and without a "ghost" like DepressivesBrot exapmled it, you can't shoot invisible people, but with that bodypart thing its exactly the same.
I would be sad about if my Mercs can not do what i could do.
But liek i said, the Mercs have different skills, and if you have a system what gives penalties for shots at targets you don't see, everything is fine, don't you think?
Depends on implemention in game. If we stick with the example of me being invisible in the hut and you and gdalf shooting at me:
gdalfIf someone ran into a hut for cover I would assume they're going for one of the corners and crouched. Hell yes I'd aim low. But they'd be pretty dumb to run for some place without a second exit ^^
So gdalf had to aim "leg" or "body" (assuming he was presented a standing shadow); you would aim "head".
let's say I was crouched or prone just as gdalf assumed. so he would score a hit.
Would he just score (in the game implementation) a body or leg hit because he aimed there, or would he be given a headshot score if lucky?
I would prefer the latter.
Report message to a moderator
|
Sergeant Major
|
|
|
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320623]
|
Fri, 24 May 2013 18:05
|
|
JP'TR |
|
Messages:104
Registered:April 2009 Location: Germany |
|
|
I think i have a good idea for that "blindfire"-thing...
like Brot said, the "feets" is just the position YOU want your bullet to hit, even if you don't see the feets.
It doesn't matter if there is written feet or not, in JA2 it was possible to aim at every grid on the map, only problem was, you was allways aiming the ground, how about to add the possibility to aim low/mid/high on all single gridfields you want. Unseen grounds, similar to JA2, with a lesser accuracy/skill related.
[Updated on: Fri, 24 May 2013 18:07] by Moderator Report message to a moderator
|
Sergeant
|
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320639]
|
Fri, 24 May 2013 18:58
|
|
grim |
|
Messages:344
Registered:July 2006 Location: France |
|
|
We don't know how they will handle aiming and ballistics, so we can discuss this wildly for a long time, all for nothing.
I really hope they won't go the XCOM:EU way with pure CTH % and simplistic damage.
I'd prefer something like a free line of sight you can aim where you want, and a deviation system like NCTH for the individual skills, boni&mali, and gun stats.
The bullet/grenade/rocket... then uses ballistics to determine where it goes and what it does (path, power, penetration...). If a body part is on its way, calculate the damage and apply it to the character.
I loved the "faces of war"/"Men of war" way of handling this, though it was a RTS game. It can still be applied to a TB game.
(Example:Tank tutorial )
[Updated on: Fri, 24 May 2013 19:04] by Moderator Report message to a moderator
|
Master Sergeant
|
|
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320644]
|
Fri, 24 May 2013 19:21
|
|
gdalf |
|
Messages:89
Registered:May 2013 |
|
|
Firing blind would require a tile-based system. Not sure if FC are going to go for that yet, though I would support it to make it easier for modding. (Edit: tile-based system is very clearly shown in concept art and part of Space Hulk so yes!)
If each tile has low / mid / high properties (tile for ease of definition, even though you could have mid-level 'tiles' via steps/slopes), and each object has a %coverage value at each level in a given tile, coupled with the resistance/thickness values I outlined earlier, that would make for a decent pseudo-3D effect while being not a pain in the ass to mod. The engine itself would need to model line of sight and projectile trajectory (i.e. for misses, not suggesting bullet drop that's way too complicated) in the grid-based structure of course.
So for example, just some arbitrary percentages thrown in:
Tree stump:
Coverage Low: 80%, Mid: 20%, High: 0% (chance the bullet will hit the object in between you and the target)
Resistance: 40% (reduction in bullet speed)
Thickness: (arbitrary value) Medium
Wooden Door:
Coverage Low: 100%, Mid: 100%, High: 100%
Resistance: 10%
Thickness: Low
Fire hydrant
Coverage Low: 30%, Mid: 40%, High: 0%
Resistance: 100%
Thickness: Medium
Steel door with window
Coverage Low: 100%, Mid: 80%, High 5%
Resistance: 90%
Thickness: Low
Then different types of bullets have properties of how fast they wear out resistance (e.g. more from high caliber, low from hollow point) or bypass/degrade thickness (e.g. more bypassing with armor piercing but less degradation)
Is that too complicated or not realistic enough?
[Updated on: Fri, 24 May 2013 20:22] by Moderator Report message to a moderator
|
Corporal 1st Class
|
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320670]
|
Fri, 24 May 2013 21:23
|
|
Cyborg |
|
Messages:37
Registered:November 2006 Location: Europe |
|
|
@gdalf
any cover system needs to also consider that cover is concealment but concealment is not cover. So objects and terrain need to have different LOS and CTH values.
Last but not least...I agree barrier penetration is needed but there's also ricochets chance. Even something theoretically able to penetrate a barrier is likely to be deflected, especially if the hit isn't at 90
[Updated on: Fri, 24 May 2013 21:27] by Moderator Report message to a moderator
|
Private 1st Class
|
|
|
Re: Let's start talking about game mechanics, shall we? (Cover)[message #320673]
|
Fri, 24 May 2013 21:32
|
|
Cyborg |
|
Messages:37
Registered:November 2006 Location: Europe |
|
|
GrimWe don't know how they will handle aiming and ballistics, so we can discuss this wildly for a long time, all for nothing.
I really hope they won't go the XCOM:EU way with pure CTH % and simplistic damage.
I'd prefer something like a free line of sight you can aim where you want, and a deviation system like NCTH for the individual skills, boni&mali, and gun stats.
The bullet/grenade/rocket... then uses ballistics to determine where it goes and what it does (path, power, penetration...). If a body part is on its way, calculate the damage and apply it to the character.
I agree...NCTH is the right place to start, or at least try to work towards something in that direction.
Report message to a moderator
|
Private 1st Class
|
|
|
|
|
|
|
Goto Forum:
Current Time: Fri Apr 19 22:14:47 GMT+3 2024
Total time taken to generate the page: 0.02354 seconds
|