mawibse Posted January 27, 2004 Report Posted January 27, 2004 FUBAR Ops a Teamplay Multiplayer MOD in present time focusing on small military groups. (work name) Well nothing new there but take a look at the features: HUD You’re body will be visible and will function as HUD. All other information will be gathered through the equipment you use and carry. Sights on weapons, looking through binoculars and so on. When you get damaged you know how badly by looking at you’re body, you wont have a health meter. There would also be sounds as indicator of health as well. (Heart beat, breath) AIM You don’t have a cross hair so if you want to aim better you have to look down the sights, like CoD and similar games. The exact position of the sights at the moment of firing and the weapons bullet trajectory will determine the hit location. No random offset whatsoever. All weapons when in “sight mode” will have its own (though all similar) visible sway pattern so when practiced upon will be easier to target with. This is so that the skill of the player is the ultimate factor when it comes to aiming. Depending on weapon (size, weight) when you in “sight mode” don’t move the mouse enough during, on a weapon dependant, amount if time (around 2 secs) the sway pattern will slowly increase in size and speed. Sway is lessened by kneel and prone position and supporting the weapon on a ledge/tripod or something. SPEED Player speed is slow, you may run but you have a fatigue level that is discernible through sound of breath increasing and when getting really bad, heart beating. Carried things will affect both speed and fatigue. Fatigue will result in getting slower including use of equipment, and if bad reduced sight or nausea. (tunnel vision) In case equipment requires user skill (like aiming) the difficulty will be greater the more tired you are. (aim will sway more and faster) DAMAGE Will be fairly realistic, bleeding, trauma nausea will exist. Important regions of you’re body will be matched against ballistic hit trajectory of the foreign object to see what important organs get damaged and what that will result in in lowered ability or stopped play for the player. An object penetrating into you’re brain or heart will mean stopped play no matter from what “weapon”. If you get a leg sufficiently wounded you will be slower and limp, or if damaged enough you have to crawl until you bleed to death or get medical attention. If you have the equipment you may lay first aid on both yourself and others. (even enemies) Noticeable for the player affects of damage is; slower speed, not being able to use limbs, reduced sight, reduced field of vision, dots specs appear in vision, blurry sight, reduced hearing, strange sounds, slower control response, slower movement and equipment use more difficult. (sway patterns faster and bigger) EQUIPMENT Should feature standard modern military small group/special forces equipment. Some equipment should be “modible”. Ceramic plate inlays for body armour, extended range/low light scope for rifles and such. Equipment will have size when equipped. That is if you are running around looking down the sights of a rifle you won’t be able to turn around in a tight place without “taking down” the weapon. (the barrel will hit the wall) INVENTORY The inventory will work that you have a monetary budget and a weight/encumbrance factor when choosing equipment. Usually you would make a couple of different “load outs” in advance when not playing and when appropriate you choose from them when playing. There would of course be some standard load outs coming as default for those that not wishing to bother with the details. And sometimes for the map and team default loadout may be forced by servers. Remember that carried equipment will affect both speed and fatigue when in game. COMMUNICATION Both hand signs and radio (when having as equipment) will be available as communication for the players. Radio communication will be audible for the opposite team if close enough. SOUND The faster you move the more audible you will be. Different gun sounds depending on distance and zing off passing bullets are important features. High sounds of noise close to player may temporarily to permanent reduce hearing or may result in “beeeeep” if not equipment is used to reduce this. MAPS The situation, location and goals should be pretty much be left to the mappers. Generic MP entities exist from which you as a mapper could device any goal imaginable. Some map entities should be possible for the server admin to override, for example map_public_roundtime or map_public_restrict_loadout. Even how and when respawning occurs are map parameters. Quote
FrieChamp Posted January 27, 2004 Report Posted January 27, 2004 I'm not a supporter of realistic, tactical warfare MODs, I would rather make a WW II, Vietnam MOD or something (not that there would be less of those, just my personal taste ), but you got some innovative features listed up there. The question is if it will be fun to play and if you can put it in the game as planned. What engine? Quote
mawibse Posted January 27, 2004 Author Report Posted January 27, 2004 For starters in HL1, but with intentions to go to the HL2, the reasons is the large userbase, knowledge base and easy to mod factors. The gameplay would be slower then the usual due to the more "realistic" movement speed. However the maps should hopefully be made so that there should not be much waiting before going into action. With loadout restrictions and the right maps you would pretty much get WWII or Vietnam war styles. This would ofcourse require that the weapons and equipment for that "style" is made. loadout restrictions is based on map settings and may restrict depending on team what equipment including fatuiges that are availbile to use. First versions will be very limited equipment wise, basicly just a gun, a rifle, a frag grenade, ammo, body armour and two diffrent kinds of fatuige. (for each team) How fun is difficult to tell but emphesis is on a "movie realistic" feel. Think movies like Saving private ryan and HEAT but only the scenes with action. Much time will go into tweaking the "feel" of the game. The "feel" is many things but it should above all ooze realism, not nessesarily be realistic. Quote
spine Posted January 27, 2004 Report Posted January 27, 2004 This sounds good, and well thought through I think... I love close to realistic games, as long as the controls are not to confusing! It could be very good with the effects you are listing. I tried the Vietnam game thing wich had the titinius piping noise when a grenade went of close by, the screen went black and then gradually vision came back with the piping noise wich then slowly dissapeared, and that was so confusing and probably realistic. Very kool! If you can manage the things you are mentioning, it could well be a survivor.... Quote
DD Posted January 28, 2004 Report Posted January 28, 2004 Thats too much to read, but at least there was some nice images as I scrolled down the screen in about 5 seconds. Quote
JynxDaddy Posted January 28, 2004 Report Posted January 28, 2004 Sounds great and heavily realistic bout time someone went full on. Quote
zaphod Posted January 28, 2004 Report Posted January 28, 2004 I would play it. no hud = the holy grail Quote
mawibse Posted January 28, 2004 Author Report Posted January 28, 2004 I love close to realistic games, as long as the controls are not to confusing! Sigh, yes the controls are a bit of a problem. You do want them to be easy and intuetive but at the same time give the player as many control options as possible. prone, kneel and standing; in those stances we want movement normal, stealth and fast. Leen left and right and dodge in all four directions. Combined with equipment and their uses and communication (hand signs n radio) and weapon control and you got a bit too many buttons to keep in memmory. Will try to figure something out, ideas are welcome. no hud = the holy grail It might scare of some players "how do I know how much ammo is left in the gun!?!" but it will hopefully increase the "being there" feeling that is the idea with the mod. Quote
madcow Posted January 29, 2004 Report Posted January 29, 2004 You’re body will be visible and will function as HUD 3rd person? or..? im not picturing this well in my head sounds cool tho - id hit it Quote
mawibse Posted January 29, 2004 Author Report Posted January 29, 2004 No, not third person. I realize we are not used to this but the eyes you'd look through would sit on an body. If you look down upon the ground you would not just see the ground but also... youre body! you would also see the equipment youre carrying that is visible on the front. .. and hey, my shoe is untied! No more mysteriously floating in the air.... don't ask me about prone... I realize this will give the modelers, and even more, the animators headache, but thats whats painmedication is for. Conerning controls we might introduce "tapping", it would probobly only be used for player movement. It works like this; you have assigned the 'w' key to move forward and the "tapp w" key to dodge forward. To execute a tapp you very breifly hit (press and release) the w key and almost instantly press it down again. This would result in the player making a very short "walkforward" (result of the breif w press) and then the player would dodge forward. There are to sliders for the player (in settings) to control tapping, one "max time to be a tapp" which is the maximum amount of time that a key is held down to be consider a tap, this would be a very short time say 0,1 seconds. And there would be "delay from tapp to action" which is the time between the tapp (release of key) and the repress of the key which if inside that time would initiate the tapp movement. Lol, I understand it's messy to read and understand, but think of it as a special movement in a fighting game. You don't need to know them in order to enjoy the game but when you learn them it makes you even more cool. Quote
Guest The_Postman Posted January 29, 2004 Report Posted January 29, 2004 I saw the pics and went "oh boy, another CS wannabe" and stopped reading. Get some new ideas other than uber-realistic nausea or fatigue. That all just sounds terribly fucking boring. Oh boy! Another M4! Oh boy! Another MP5! Oh boy! More... well you get the idea. I just wish there was more originality in the mod scene these days. Your idea, your gameplay is sound, it's just that it's been done, so many times. Just swap out the name and adjust the goal slightly in any direction and you've got a good cross section of a good 75% of all mods. :/ Good luck and all that, but I don't think I'd honestly play it. Quote
mawibse Posted January 29, 2004 Author Report Posted January 29, 2004 I know the feeling The_Postman, however HL features LOTS of original mods. Don't make them all fun though. And even though the "two teams that shoot at each other" has been done a billion times I think this one will have an edge most others don't, namely the feeling of realism and being there. And as far as I know there isnt a FPS game nor mod that don't feature a hud, or where you can see youre body. So that "its been done".. dont think so. Quote
insta Posted January 29, 2004 Report Posted January 29, 2004 Hostile Intent Well i dunno, never played it, but the concept sounds sorta the same. Quote
mawibse Posted January 29, 2004 Author Report Posted January 29, 2004 Hostile Intent Well i dunno, never played it, but the concept sounds sorta the same. Yepp, the hype is similar though the way to get there is diffrent. Infact I learnet about this mod called Infiltration that also is kinda similar in the hype. Non feature a player with an actual body though and other important stuff. But I do understand the sceptecism, with loads of "realistic" mods out there but hopefully this one will be diffrent. Quote
Guest The_Postman Posted January 29, 2004 Report Posted January 29, 2004 And as far as I know there isnt a FPS game nor mod that don't feature a hud, or where you can see youre body. So that "its been done".. dont think so. *palms face* Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.