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Rayyaan

Balancing Terrain with Vehicle Speed and Manoeuvrability

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The Idea is About Realistic or 'Balanced' Vehicle Handling

 

Realistic = REALISTIC

Balanced = BALANCED FOR GAMEPLAY

 

From personal observations (and I'm sure other people might agree) it seems that PR (and probably ever other FPS) never had realistic vehicle handling regarding the terrain. Forgive me if I'm wrong but I'd like to give some practical examples from PR:

 

  1. Vehicles can essentially drive up huge steep hills at speed which wouldn't be possible (issue is further enhanced by 'shift' boost)
  2. Vehicles can drive incredibly fast regardless of the terrain (in real life different terrain would cause different speeds, maybe I'm wrong on this 'observation')
  3. Vehicles generally speed around on and off road with little resemblance of what is the norm in combat driving (usually vehicles are only maxed out in speed when retreating, maybe a mil. advisor can affirm this or the likely hood of reaching top speeds or the conditions neccessary to do so)

So to summarise, here's what my suggestion might include in practice:

 

  • Slower Acceleration
  • Terrain resistance implementation/unique terrain acceleration properties
  • Slower speed in general for certain vehicles, just because a vehicle can drive so many mph/kmph in real life doesn't mean it is driven that way with added weapons, armourment, cargo, personnel, terrain, weather and mechanical conditions
  • No 'Boosting' for vehicles without an after-burner or some similar IRL feature
  • Terrain that is severely resistant to speed (might be snow for instance)
  • Speed Limited Terrain where it is not possible to reach past a certain speed limit (possibly with side effects of going too fast)

My suggestion is about the concept. I included some ideas with the concept.

 

Realistic Vehicle Handling *Might* Be Too Much For A Game

Balanced Vehicle Handling Would Be An Obvious Nerf of Vehicle Handling (in comparison to PR)

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Since follow the real specifications of each vehicle

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Tanks in BF 1942 had thes type restrctions on tanks in terrain so dont see why it

Wouldnt be on the modern tanks on these new terrains....

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I know there has been a lot of kickback on the idea of adding a manual transmission, but I think that it would be really the best way to solve some of these issues.

Each vehicle would have an arbitrary max values we will call "power" "speed" and "gear"

gear 1 would multiply "power" by 4, but it would divide "speed" by 4

gear 2 would multiply "power" by 3, but it would divide "speed" by 3

gear 3 would multiply "power" by 2, but it would divide "speed" by 2

and gear 4 would leave power and speed alone.

terrains and slopes have values according to their difficulty to traverse called "loss". These values would directly oppose the "power" of the vehicle.

example. Tarmac has "loss" value of 0.

An IFV has speed 50, power 400, and 4 gears.

Since there is no loss, he can achieve speed 50 without issue, and reasonably fast.

Now IFV wants to go plowing through .5m deep snow. This has loss factor of 900.

IFV doesnt have "power" to go through snow at 50(in 4th gear). In 3rd gear, speed becomes 25, but power becomes 800. Not quite enough. IFV goes to 2nd gear, power becomes 1200, and speed becomes 12.5. IFV goes tromping through snow. with power excess of 300 over loss.

Another factor would be "accel"

this is a time factor, and would be easily calculated from the remaining power. So, if, on tarmac with 0-loss the IFV can accelerate from 0-50 in 15 seconds, its time to accelerate to 12.5 in snow would be a function of remaining power.

E.G. if snow was 1100 loss, the IFV would have 100 remaining, and would take longer to accelerate than if it was 900-loss as in the previous example.

Also note that if IFV wanted to move slowly, he has the power to do so as first gear limits top speed (In this scenario) to 6.25. Usefull for limiting speed when shadowing an infantry division on foot through close quarters.

**note that I'm just spitballing all these numbers, and as a ME student, I can actually come up with appropriate maths to simply equate what actually happens here, but this is supposed to be an intuitive explanation without too much jargon.**

TLDR, manual gears are easy to use after 2 minutes of practice, and would allow you to climb steep hills, traverse sand, swamp, or snow appropriately slow, and would also add another neat element of immersive gameplay, adding to the interaction with the machine.

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Please make the vehicles realistic to drive, and with good controlls. (wtf arma... When i say turn right, i mean do it now, and not 5-10 sec after..) but i would not like restricted speed on different surfaces. Different handeling and top speed yes, but no "restriction" if you're going downhill or something. That just feels way too "arma".. You accelerate just fine up to your "top speed", but then its like if something is forcing you at any cost to never exceed that speed no matter what.

Anything better than arma, and i will not complain.

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Anything to make the vehicles to where they can't be over used and briefed by beginners and I'm in favor of it.

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I like OP's ideas. In PR it is very easy to force your Toyota Hilux technical up a 45* sandy slope at full throttle, and this leads to very gamey behaviour from players.

 

I also have some suggestions that I think would complement the OP, but maybe they would be considered "too milsim" like ArmA? I dunno.

  • Driving too quickly on "rough surfaces" (eg. coarse rocky sand) will cause the vehicle to bump and shake violently (how violently depends on what the surface is, and how well the vehicle's suspension can absorb shocks). This makes the gunner's job harder if the driver goes off-road, because he has to compensate for all the vibrations.
  • Driving too quickly on "rough surfaces" will also result in gradual damage to the vehicle's handling. Vehicles such as the Logistics Truck would get suspension-damage very easily from driving on anything but a paved road, but a Toyota Hilux DShKM Technical would be able to handle off-road conditions very easily.
  • A vehicle can become permanently stuck if it is driven into mud that is too deep. Players will have to abandon the vehicle if this happens. Not something you'd see in Taliban maps I expect, but I think it would be a wonderful feature for level-designers to work with in the future.

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I'd love to have realistic vehicle behavior, this way you could have real specialist roles within players. Like a good truck or APC driver versus a normal one. It would really redefine non combat player roles and add a lot of fun...

 

It can definitely be done in UE4...

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One thing i still pray will happen some day is a game(preferably a military shooter like squad or arma) where vehicles have a proper/realistic suspension system.. Arma is the perfect example of how not to do that as it's easy to see how rigid every vehicle is and the almost none existing suspension system is incredible stiff.

 

Also physics, tall vehicles well top over and flip if you're going too fast and make a sharp turn. Or even just when you're driving poorly on bad terrain. I get that this might be a bit too realistic for some people and that they would get annoyed by it. But this will make sure you don't get people zerg rushing and just plowing vehicles through terrain, instead they'll actually take the time to do it properly.

 

Just look at GTA IV and GTA V(yes completely different games but the example still fits) In GTA IV they had some really nice suspension and vehicle physics(and deformation!) While in no stretch of the imagination was it perfect, it was still realistic enough to make people actually get good at it and if you were stupid you would spin out or flip and lose your car. Now we have GTA V where all of this has been dumbed down due to many people complaining that it was "too hard" and we're left with vehicles that magnetize to the road and take turns at blazing speeds with little to no loss of control(aside from muscle cars, those are about the only realistic cars in the game) and if you flip your car all you have to do is steer left or right and the car magically flips itself back on all 4 wheels.. /rant

 

Point is, a simply system will get you silly and annoying situations where a more realistic and punishing one will steer(no pun intended) those kind of people away or actually have them put some more serious effort into it.

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