[Suggestion] Field of threat for missle users

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It's a failure as much as it is in those games though. Why simulate something in game which you should be capable of invoking in the player from the game?

You'd deduct accuracy for impending threats for the same reason that you'd have a player slump to the ground from a fatal sword-blow -- it's a physiological response, not an emotional one.


If being charged by an axe wielding Nord is not a fearful experience, and yet the game demands it is, then you're creating a disconnect between the player and the game.

I agree with that, though. Modern squad tactics are based around the idea of suppression, so failing to model adrenaline in Red Orchestra leads to ahistorical tactics. Maybe you'd want to model adrenaline in M&B if the Screaming Nord Rush would otherwise be ahistorically ineffective, but I don't think that's the case.
 
nijis 说:
You'd deduct accuracy from impending threats for the same reason that you'd deduct hit points from a sword-blow -- it's a physiological response, not an emotional one.
But it's still one you should be invoking in the player rather than attempting to force it on them through the mechanics. If an enemy is approaching me I should be inaccurate because I'm dividing my attention between my target and the closing threat, or because I'm panic shooting in the hope of killing an approaching foe before he has a chance to decapitate me. If I need game mechanics to force this the combat model has failed in a serious way.

Besides which it occurs to me that an archer whose arms turned to jelly at the approach of an enemy is not likely to see much employment on a battlefield :lol: Isn't the purpose of training and drill to stamp out those kind of reactions?

I agree with that, though. Modern squad tactics are based around the idea of suppression, so failing to model adrenaline in Red Orchestra leads to ahistorical tactics. Maybe you'd want to model adrenaline in M&B if the Screaming Nord Rush would otherwise be ahistorically ineffective, but I don't think that's the case.
I don't think it's needed in Red Orchestra. Suppression doesn't work on adrenalin, it works because the target either keeps their head down or receives a lead injection. If it were a shooter where players could absorb half an armoury worth of ammo before keeling over then you need it, but when your using a realistic system like RO where a single headshot is lethal you already have the suppression effect as long as the other team are using suppressive fire - any attempt to do something unrealistic in the circumstances tends to get you killed.
 
Archonsod 说:
I don't think it's needed in Red Orchestra. Suppression doesn't work on adrenalin, it works because the target either keeps their head down or receives a lead injection. If it were a shooter where players could absorb half an armoury worth of ammo before keeling over then you need it, but when your using a realistic system like RO where a single headshot is lethal you already have the suppression effect as long as the other team are using suppressive fire - any attempt to do something unrealistic in the circumstances tends to get you killed.

I think it works really well in Red Orchestra. The point of it being there is to simulate the fear of having your head blown off, rather than just the fear of having to wait 5 seconds to re-spawn. Yes, you can be put under a little stress playing the game because you are trying to outperform your opponent. However, suppressive fire is effective not just because you are slinging a lot of lead through the air, which is a big factor, but also majorly because most living things' number one priority is ultimately self-preservation... and you just don't have that same sense of self-preservation in a video game.
 
If this is the case then inf and cavalry should have fear of getting their heads shot, and not only on close range. Bad idea.
 
PsykoOps 说:
If this is the case then inf and cavalry should have fear of getting their heads shot, and not only on close range. Bad idea.

Yeah, that's what I said. I think it's a good idea!
 
SockMonkeh 说:
I think it works really well in Red Orchestra. The point of it being there is to simulate the fear of having your head blown off, rather than just the fear of having to wait 5 seconds to re-spawn. Yes, you can be put under a little stress playing the game because you are trying to outperform your opponent. However, suppressive fire is effective not just because you are slinging a lot of lead through the air, which is a big factor, but also majorly because most living things' number one priority is ultimately self-preservation... and you just don't have that same sense of self-preservation in a video game.
In which case you lose the game. Why do you need to have some bizarre abstract penalty for something the player is going to get killed for doing anyway? :roll:
 
It's not bizarre or abstract in any way. It's completely appropriate and it doesn't affect your aim or your ability to perform any action in the game directly. The only way that it actually hampers you is the visual distortion.
 
SockMonkeh 说:
It's not bizarre or abstract in any way. It's completely appropriate and it doesn't affect your aim or your ability to perform any action in the game directly. The only way that it actually hampers you is the visual distortion.

visual distortion - ****
 
SockMonkeh 说:
It's not bizarre or abstract in any way. It's completely appropriate and it doesn't affect your aim or your ability to perform any action in the game directly. The only way that it actually hampers you is the visual distortion.
Yes it is. I have never suffered myopia as a result of fear.
 
It's meant to represent the feeling of panic that cannot be transmitted to the player through the game, much like flashing red indicates the sensation of pain so you can tell when you are taking damage and in some cases from which direction. This is necessary because the computer can only output audio and visual cues to the player, whereas most of the effects of panic are not tied to auditory or visual impairments. The expanding cross-hair, while probably more accurate in this way, directly impairs the player.
 
Auditory and visual cues are what give you a sense of panic, and I've yet to see any explanation of why panic is always an impairment.
 
Archonsod 说:
Auditory and visual cues are what give you a sense of panic, and I've yet to see any explanation of why panic is always an impairment.

It's an impairment because it distracts you. When you are panicking in real life, there's really nothing preventing you from performing at your fullest potential, except for the fact that you are distracted by all the crazy things going on with your body/mind. That's what the blurry and shaking is supposed to simulate.
 
Except when under threat a lot of people actually get more focused because their life is in danger.  People who aren't used to the adrenaline would get shaky.  For warriors it is extra energy and keener senses.  We aren't playing grandma's here.  This is an action game and you want to be in complete control.  Shakyness and crappy vision is a lack of control.  Not a good idea and not "fun".
 
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