@mainfold said in Mod Ideas board:
@divine-heroine It's only perceived speed, it looks like you're going faster if you have very high FOV, but you're not actually going faster, and it you put it really low it looks slower
For reference:
I use max FOV, but I don't really think im that fast, since I'm aware that it's only for more realistic POV on a bigger screen. That is just me. Regardless, the point is realism.
Your average moderately in shape person can outrun the characters in the game in real life, if anything.. I'd argue rather that there needs to be more momentum and "weight" to the movement, so if you are running fast with a heavy loadout (even though you run slower in Sandstorm the more weight you carry) it would take you longer to stop and you'd have limited turn-radius&speed going around corners etc..
Hmm... can we (as the avg humans, assuming we have trained) really outrun them? We may have to think more scientifically by making a hypothesis or two, then test and confirm by experimenting in the real world then comparing with the game. I agree on the part about momentum for the players, but it doesn't seem to be the same thing for bots
Btw, in the game you don't have helmet, knee & elbow protectors, your plate carrier is just your plate carrier (with some crotch-protection for the heavy one)
Right. Even I almost forgot about that one. The classic Insurgency had helmets on when it came to heavy armor, but let's not forget about character cosmetics. I remember seeing the option to wear heavier pants in the customzation for Security. Now that I think about it, IDK if that would be ideal or even fair to add adjustments of weight or movement from skins. It doesn't seem plausible.
you have a relatively light amount of ammo with a total 6+1 primary mag setup & 2+1 pistol (standard military LBE amounts) etc..
Considering the caliber and total weight of the bullets while carrying, how heavy would that be in lbs/kgs (U.S. goes for lbs)? Also with them loaded into the weapons? Plus considering the other potential equipment. If we calculated approximately, how would we guess that would feel like? How can we see this in a live scenario and determine the realism comparison? I've shared some video examples prior that may at least somewhat portray what is true to the science of our momentum.
I have during service myself ran with full kit for 3km holding a steady 12km/h.. it's not unrealistic to be able to do that obviously...
I'm curious about the science of momentum behind that. How heavy really was the full kit in proportion to your physical stats? I don't mean to test you if you're assuming that. This is as a reference for the game.
but Sandstorm has penalty for running for prolonged periods of time, in that you get tired and your aim and recoil control is all over the place when you go to shoot after running.
Would we say it has the same affect on bots, not just players? I'm not sure if that applies, and if it all does then they should act properly to whats coded/instructed
You HAVE TO REMEMBER the speeds vary depending on loadouts, so if a bot has a light loadout without almost anything, it WILL run faster than a full-on heavy loadout, there are already balancing measures in place for this..
Weight to speed mechanics makes sense here. I would like to know what the balancing measures for that are. I have no knowledge of this yet.
the problem I'd argue would rather be that the bots tend to sponge more shots than they should for the loadouts they have, as it quite clearly is a bot with a light loadout and even often without anything other than a gun equipped and it still takes shots as if it has heavy armor on.
(networking issues, server-side prioritizing the bots prior to players, so bots without the armor to survive multiple hits get hits not registering as they should and making it seem like they have armor on etc, same problem "BF":Hardline had etc).
Great explanation. Are there any other links that may involve with that issue?