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Showing results for tags 'Mechanic'.
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Doctor Hammer posted a topic in Feedback & SuggestionsMy Personal Ideas and Adjustments for Game Play Mechanics by Doctor Hammer With the current iteration of Squad in the B17 phase I feel like it's a critical moment for game play mechanics before introducing Version 1.0. With this post I hope to create a healthy conversation concerning the game play mechanics and to highlight my own ideas that I strongly believe will be positives to the game. Lets begin! Spawn System Commander The Medic Class Those are all the ideas I have for the game right now that I think could be super beneficial and make the game more fun, some ideas more thought out than others, but that's okay, at the end of the day, I just wanted to put those thoughts out there and create a conversation about those possible changes. keep in mind these are ideas are just ideas, not absolute solutions. I am proposing some of these things in the hopes good adjustments to them would be made, and a conversation could be started. I think we all want the same for squad, a teamwork based game that supports communication and tactics. Thanks for Reading! Doc
The suggested features list (in order of importance); 1 - Reverse prone (ie, lay on your back) 2- Prone rolling (belly down to belly up) 3 - Weapon resting 4 - Emergency reloads 5 - Staged reloads 6 - Sprint dive and/or sliding The explanation: 1 - Reverse Prone (lay on your back) Being able to lay on one's back side is tactically advantageous in certain situations. It's a good way to get out of the way of bullets or team members in a jiffy, or get low while putting a bullet in that tango that just ran around the corner into your face. Being able to roll from belly down to a belly up position means you can check your six and stay low to the ground. 2 - Prone rolling Obviously in full combat gear with a pack, rolling around like Solid Snake isn't feasible. However, being able to roll halfway or 3/4 means a soldier has room to look between his feet (6 o' clock) or to the side (3/9 o' clock) without having to reorient his entire body in an awkward shuffle or magical rotation. Even when wearing a pack, one could still roll onto their bum faster than getting up into a crouch. 3 - Weapon resting We all understand that running a kilometer and steady aim do not go together. That's why rifles have had such long forends or "handguards"; A soldier rests his rifle. This is why shooting in the prone is so stable. If you see a boulder, window sill, tree or other stable surface then you rest your weapon in order to get a good shot. Muscles alone aren't that great at holding a bead on a 200 meter speck. 4 - Emergency reloads If you're in trouble and out of ammo, it might save your butt to just drop that empty mag on the ground and focus on getting more bullets on target. Any ammo left in that mag is left behind, but thirty rounds is ten times more than three (and you might need that extra ammo to survive this encounter). 5 - Staged reloads Remember that time you had to cancel a reload animation (right at the last moment) to knife some fool, only to return to a replay of that reload you just nearly completed? If you drop your rifle mag then need to quickly draw your secondary, your rifle shouldn't have a magazine still in it when you return to your reload. One step of the reloading process was already complete, but the single animation sequence has to complete in order for the reload to complete. I propose a much more convoluted, complicated, sophisticated, technically complex system of staged reload animations for small arms in Squad. Not just for "realism", but tactical depth and quality of life. 6 - Sprint diving and/or sliding Being able to slide or dive into cover is a great way to get low and get to cover quickly. It's also fun and really cool. Thanks for reading! Hope we see some of these features in the future.
Due to the use of the unreal 4 engine I'm assuming that this feature would be possible (all be it very hard work). I'm putting across the idea that damage to certain body parts would have consequences e.g a bullet to the upper arm effecting the accuracy of your fire, bullet to the leg effecting movement speed etc. This is a rough diagram, again this is all open to discussion. Depending on how this concept is received I may compile a list of effects for each body part. (I'd like to note that I am unsure of how the bandages work in this game (whether more than one is needed to prevent blood loss like in PR) so bare with me). I do not currently own the game due to my computer blowing up on me recently. I have however played Project Reality for about 4 years running so I assume I have at least a low level understanding of the mechanics in the game.
I already posted this up before but it was in a thread about the August updates and such but decide to create its own thread so we could all discuss this idea or others. I already got a reply from "Motherdear" which can be found here: http://forums.joinsquad.com/topic/4233-august-2015-pax-prime-report/?p=74463 But i would like it if we the community could discuss or come up with an idea or 2 for some new FOB mechanics. "Firebase spawning now stops when more than 1 enemy soldier is in cap radius or the FOB is 75% captured. Clear out the FOB of enemies and spawning will resume" I personally believe that this needs to be changed to atleast 3 enemy soldiers OR if it was to stay at 2 or more enemy players then change the FOB mechanic to something like this. I know people will say well dont build you fob on a flag (its only the for example) and such and most dont but at the same time you could just have 2 guys on the VERY edge laying in a bush capping it, if it was set up like this then it would atleast allow for the team to defend their fob without them being on it already. At the moment you'll see alot of FOBs being built with structures around them to block off that compound and ladders being built to leave it. Yet outside of this compound you still have to run abit of a distance till you leave the FOB zone. Now you could say that people should be smart and build structures on the edge of the zone and such but i personally think why should you have to build right on the very edge on something to defend it. If you use the example below youll see the red and blue circle, red is the building radius like how it is now but the blue is the capping radius. If it was created like this then building a fob within a structure of blocking access to a FOB would allow better defense as the enemy side would have to breach your building radius before they even started capping. So if they were to start capping then you could only blame lack of defense or not building far enough from the FOB cap zone. how this could work for Squad leaders is when a FOB is placed in the top left it starts of one colour (cap) and when you leave the capping zone it changes to a different colour so you know you should build this far out so they cant get into / onto the FOB. Im not saying you cant build in the cap zone, i think you should be able to build where ever you please within the FOB radius but a smart tactic would be to build outside of the cap radius allowing better defense. I know the whole building FOBs will change when you need to actually bring the supplies in but even then i feel that this idea could work but may need to be expanded on a little better. (Hopefully this makes abit of sense) Looking forward to hearing ideas and such as all this is an IDEA! -
First i know its Pre-Alpha and every can change and second i haven't access now, so i can only discussion with the puplic media content. If you are close to a enemy FOB, a magical state bar appear in the upper left corner. Isn't it critical ? because you can detect a enemy FOB without vision ... maybe its possible to make the FOB state bar invisible? Is that a placeholder for the overrun and C4 mechanic or do you have any other plans i the future ? btw. the search funktion need min. 4 letter to work so i cant search for FOB sorry for a eventually double post.