Flying Squirrel Entertainment

Battle Cry of Freedom => General Discussion => Topic started by: ClearlyInvsible on December 08, 2013, 08:35:27 pm

Title: [Suggestion] Composure System
Post by: ClearlyInvsible on December 08, 2013, 08:35:27 pm
So, after reading the Debuff thread, my mind started whirring a bit. I was wondering if a massive debuff system could be installed

If the guy next to your or your CO dies, it drops dramatically. If Artillery starts firing near you it also has an effect, as well as being under heavy fire. It increases if you have your flag next to you, are not around any enemy soldiers or taking any artillery fire, or just finished a massive battle/charge which ended in your favor.

Being well composed would give bonuses such as increased accuracy, better melee speed and a steadier camera.

Being ill-composed would lead cause you to have less accuracy, worse melee and a camera which is unstable.

NOTE: This would be used in a "Realism" mode of the game, not the "Arcade" mode which would be mainl suited for Public Play (Think Red Orchestra 2)
Title: Re: [Suggestion] Composure System
Post by: Killington on December 08, 2013, 08:45:27 pm
That would be cool, I'd like to see it have an effect on reloading, taking longer and increasing chance of misfires due to mistakes while reloading.

Also in commander battle or single player (if they include it) it could make your bots flee if they lose all composure.
Title: Re: [Suggestion] Composure System
Post by: regwilliam on December 08, 2013, 10:15:38 pm
sounds good
Title: Re: [Suggestion] Composure System
Post by: TheBoberton on December 09, 2013, 02:18:39 am
I feel that games that do things like this kill the immersion, as they constantly remind you that you're playing a game. When I play games that I seek realism in, I want to be obliged to seek cover, or be somewhat scared if I'm taking fire, but I want that to be me thinking/feeling that, not my in-game character. Of course, causing that reaction falls to the visuals and sound effects of the weapons..

Imagine a 12-pound shell, in all its glory, exploding over your head, then showering the men behind you in shrapnel, with bits of it whizzing past you, turning up the dirt in front of you.. the screams of your dying comrades filling your ears.. That fear is what I enjoy in realism games, not the forced and coded kind.

Or perhaps a volley shrieking past you, with your countrymen, friends, and officers falling like flies.. the whistling of the minie-balls vibrating the air, pulling at the colours, tearing apart man, wood, and earth.. and all you can do is continue loading and firing; just concentrating on that one task that you do not break and flee..
Title: Re: [Suggestion] Composure System
Post by: Killington on December 09, 2013, 02:49:51 am
I feel that games that do things like this kill the immersion, as they constantly remind you that you're playing a game. When I play games that I seek realism in, I want to be obliged to seek cover, or be somewhat scared if I'm taking fire, but I want that to be me thinking/feeling that, not my in-game character. Of course, causing that reaction falls to the visuals and sound effects of the weapons..

Imagine a 12-pound shell, in all its glory, exploding over your head, then showering the men behind you in shrapnel, with bits of it whizzing past you, turning up the dirt in front of you.. the screams of your dying comrades filling your ears.. That fear is what I enjoy in realism games, not the forced and coded kind.

Or perhaps a volley shrieking past you, with your countrymen, friends, and officers falling like flies.. the whistling of the minie-balls vibrating the air, pulling at the colours, tearing apart man, wood, and earth.. and all you can do is continue loading and firing; just concentrating on that one task that you do not break and flee..
If the reloading mechanic is more involved, where it's like a series of minigames or actions, then yes. But if it is like in NW, then it should be slowed or hampered by the battlefield conditions, otherwise a guy in the middle of a war zone under fire will reload just as well and quickly as someone in a peaceful hamlet.
Title: Re: [Suggestion] Composure System
Post by: TheBoberton on December 09, 2013, 03:09:58 am
It might have a slight effect, but any semi-decently trained infantryman would fall back upon his training and do it by muscle memory and instinct once the bullets started flying. The effect would hardly be noticeable with any troops that are more than conscript farmers.

Also, what is being suggested here is not just an effect to reloading, but a blanket effect on all facets of game-play.
Title: Re: [Suggestion] Composure System
Post by: Gamersaufromage on December 09, 2013, 02:55:56 pm
It really looks like Red Orchestra system :/, debuff could be good but with very low effect, if there is too much debuuf, players will be spread all over the map, and there will be no lines ...
Title: Re: [Suggestion] Composure System
Post by: McEwan on December 10, 2013, 12:47:47 am
I agree with Thomas. A system like this, plugged in with all the other active systems in the game, would not only kill immersion, but make the game feel to busy. The effort involved in monitoring all these systems would just become too much to handle (at least with care). In simplicity, what games like this should do is let the game evoke your emotions, not the "emotions" of your character.
Title: Re: [Suggestion] Composure System
Post by: Rejenorst on December 10, 2013, 02:00:39 am
NW is already one of those games that makes you feel how unforgiving it can be, at least in Battle mode.

Trying to get the player to feel something will be a tough challenge for taking cover, fighting as a team and fighting in formation.



Title: Re: [Suggestion] Composure System
Post by: Willhelm on December 14, 2013, 12:29:49 pm
I think it's a good idea. Even something such as the edges going blurry when you get shot at makes you feel stressed and worried and under fire, such as in Battlefield.
Title: Re: [Suggestion] Composure System
Post by: Hazzard on December 15, 2013, 01:04:51 am
I don't really like the idea. Secession for Warband had some really weird ways of doing it. Me and some other people making a line practiced volleys and target shooting. We were dropping our guns from four of us shooting at practice dummies. Visual effects like blurred screens or shakes would be nice, but I don't want to have my accuracy penalized from being shot at.
Title: Re: [Suggestion] Composure System
Post by: Insurance Salesman on December 15, 2013, 02:47:06 am
Honestly, I don't think it would be a very good idea. The main reason I would want a suppression system is if it the game took place during a time period like WW2 - where suppression from a machine gun or sustained fire from other squad members played an important part in small-scale infantry combat. There, the suppression would play it's part in keeping player from too-easily sniping a machine gunner firing on them due to the disconnect between the player (sitting in his or her home) and their avatar (currently very close to a quick, painful death).

But in musket-based warfare, guns were both far less accurate and fired much less quickly, and cannons I think were used less for suppression then for cutting apart the men standing in line ahead of them. I think simply the fear of death would be enough to keep a person from rushing an entire regiment firing at will, especially with good sound design that makes the sound of nearby bullets and cannonballs sound suitably terrifying.
Title: Re: [Suggestion] Composure System
Post by: Gamersaufromage on December 15, 2013, 12:14:08 pm
If there is too much suppression, people will be spread all over the map to avoid it, I've already posted in the donator section an idea :
Quote from: Gamersaufromage
it could be good to have suppression in BCoF when a bullet goes near a player. A little bit like in Red orchestra but not that much !
There is lot of good things that  suppression can give, let me introduce them:
  • More immersion
  • This would force the soldiers to shoot at the same time to produce a more powerful suppression effect, so soldiers would stay in groups during a battle, even if they are not in a Clan/team/regiment. I think it's very important to encourage people to stay in groups because if people are randomming, this game loose all his objectives. The game have to makes people stay in groups (for example give bonus of reloading time like in NW)  and why not add a bravour bar

And i will  add :
Title: Re: [Suggestion] Composure System
Post by: Willhelm on December 18, 2013, 01:13:32 pm
At the very least can we get a ringing ears sound after close explosions?
Title: Re: [Suggestion] Composure System
Post by: Hazzard on December 22, 2013, 09:49:26 am
As long as there's an option to turn it off and replace it with just other sounds quietened for a while, my ears really hurt hearing it.

Sent from my GT-P3110 using Tapatalk

Title: Re: [Suggestion] Composure System
Post by: GoldenEagle on December 22, 2013, 06:49:25 pm
I think if they make the game well enough, you will get this feeling anyway. I remember firt time playing MM years ago, I was very nervous and I remember my first volley, it was very exciting.

I personally don't think there should be in game bonuses or stuff like that, it should be up to a play how to feel. A cannon ball explosion could be very loud and/or could disorient your view for a few seconds so you get a feeling of being nearly killed.

And with playing exprience rather than character exprience, veterans of the game could be more valued as a good veteran would stand firm and don't be nervous while in a fight while a new soldier would be.

PS: Im very tired so I probably explained this very badly, but I hope you guys get what I meant.
Title: Re: [Suggestion] Composure System
Post by: Danik on December 26, 2013, 02:16:11 am
It sounds somewhat unnecesary, as composure already has an effect on the player IRL; when you are suddenly being attacked or is being aimed at, the chance is that you will start to panic and lose concentration. However an experienced player would try to have situation under control. That in itself is a natural skillbased composure system - implenting another one in-game would break it.

Maybe some kind of a light version of shell schock/sound effects would fit, but please don't bring in too many psychological factors.
Title: Re: [Suggestion] Composure System
Post by: Von Alten on January 17, 2014, 09:50:02 pm
very good idea clearly , I approve!
Title: Re: [Suggestion] Composure System
Post by: Rejenorst on January 18, 2014, 10:29:39 am
Maybe bullet-whizz sounds this time round that you can hear the bullets crack past your head if they pass close by?

I think Olaf mentioned that this is now possible with the new engine. In NW you only hear the bullets if they impact close by I believe.

I am just wondering if that might be sufficient enough to make the player feel threatened...

What about a simple screen shake that happens if a bullet passes close by? Alternatively the new exhaustion and stamina system might be affected meaning that instead of your aim or view being affected it could just affect your stamina which in turn affects your running time I assume.

This would sort of correspond to your fear launching your heart rate up and maybe making it difficult to run although adrenaline in real life would have varying effects however.

Some people will run or feel paralyzed while others will feel calm and like they have all the time in the world (the last one I know can happen due to a family member who was in a visibly life threatening situation within a warzone who reported feeling that strange sensation).

What does adrenaline do?
Physically, adrenaline increases your heart rate, raises your blood pressure, and is associated with a diversion of blood away from certain areas of your brain and internal organs and into your muscles. As a result, adrenaline has the ability to increase speed and strength. It also decreases how much people feel pain. A large amount of adrenaline released into your system all at once causes what is often called an adrenaline dump, rush, or surge. All of these effects are designed to prepare your body to either run away or to fight.

What does an adrenaline surge feel like?
Adrenaline can make you feel energized, or it can make you feel shaky, weak or sick to your stomach. Sometimes all of these feelings come at the same time, which can be confusing. Results of an adrenaline surge might also include:
• feeling as though time has slowed down.
• tunnel vision, you only see what is in front of you and not what is around you.
• a sensation of your mind wandering or floating, making it hard to concentrate.
• decreased coordination.
• difficulty in thinking clearly.


http://www.realfighting.com/adrenaline_rbd.php
 

Or the sounds around you could be dampened to a really quiet amount as you listen to your heart beat...


Or maybe it could any of the above which randomly happen, perhaps even vomiting in mid-battle.

The problem is how to make any of these mechanics not interfere with the enjoyment of the game? D:



Title: Re: [Suggestion] Composure System
Post by: ClearlyInvsible on April 30, 2014, 09:48:04 pm
Bump for discussion.