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[Veteran_Mars El'Theran]
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Posted - 2012.06.08 00:47:00 -
[1] - Quote
I was thinking of this a few days ago after being stabbed or shot in the back a few times while trying to snipe some people. It's a pretty simple idea and basically transfers what would be other senses like hearing and even that 6th sense, smell and tactile vibration sensing to the HUD Radar.
So what happens is pretty simple when it comes into effect and is defined by some very basic parameters.
1. Parameters:
- Suit type, weight, and overall classification. Recons will be less detectable than Assault, Logistics, and Heavies. Vehicles will of course be immediately detectable as there isn't much chance you wouldn't hear or notice one unless it had special stealth mods.
- Proximity. The closer they get the better chance they have of showing up on your radar. A Heavy might be detected at 50 meters, Logistics at 25-30, Assault at 19, and Recon at 10 meters, to give a rough estimate based on those simple classifications.
- Movement speed. A crouch will be less detectable than a walk, will be less detectable than a run. Pretty simple.
- Ground surface and atmospheric pressure. Optional. Under certain circumstances and in certain environments an enemy may be more or less detectable. Atmospheric pressure can make a difference in how far sound travels, and ground surface type can change both the way they move and the audibility of their movements.
- Ambient noise. Both sound and other sense disrupting effects like explosions, continuous fire, smoke and fire, etc..
2. Effect:
- Enemy detection functions on the suits electronic systems and is interfaced with the wearers nervous systems and neural responses to stimulus. Pretty basic expectation of how the suits primary functions work with relation to the wearer.
- Uses combined information from team communications, wearer response to stimulus and their individual sense perception, and various other hive-like functions with relation to the team and allied group movements. Basically, it uses team location detection to filter out allies from the response system that relays enemy detection information to the wearer. Allies won't trip the system.
- Enemy detection will function on 3 levels. First will be a red hue to the radar indicating enemy presence in a certain proximity, second stage of detection will indicate a general direction with a brighter, more obvious hue shift, and third will show a red dot in the direction the enemy is coming from and may well indicate proximity as well. This is dependent on the various parameters used in detection.
So.. good, bad, indifferent? Do you think it should be implemented, or believe it would be helpful and enhance gameplay? |
[Veteran_Jin J'Rayle]
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Posted - 2012.06.08 03:37:00 -
[2] - Quote
Mars El'Theran wrote:I was thinking of this a few days ago after being stabbed or shot in the back a few times while trying to snipe some people. It's a pretty simple idea and basically transfers what would be other senses like hearing and even that 6th sense, smell and tactile vibration sensing to the HUD Radar.
So what happens is pretty simple when it comes into effect and is defined by some very basic parameters.
1. Parameters:
- Suit type, weight, and overall classification. Recons will be less detectable than Assault, Logistics, and Heavies. Vehicles will of course be immediately detectable as there isn't much chance you wouldn't hear or notice one unless it had special stealth mods.
- Proximity. The closer they get the better chance they have of showing up on your radar. A Heavy might be detected at 50 meters, Logistics at 25-30, Assault at 19, and Recon at 10 meters, to give a rough estimate based on those simple classifications.
- Movement speed. A crouch will be less detectable than a walk, will be less detectable than a run. Pretty simple.
- Ground surface and atmospheric pressure. Optional. Under certain circumstances and in certain environments an enemy may be more or less detectable. Atmospheric pressure can make a difference in how far sound travels, and ground surface type can change both the way they move and the audibility of their movements.
- Ambient noise. Both sound and other sense disrupting effects like explosions, continuous fire, smoke and fire, etc..
2. Effect:
- Enemy detection functions on the suits electronic systems and is interfaced with the wearers nervous systems and neural responses to stimulus. Pretty basic expectation of how the suits primary functions work with relation to the wearer.
- Uses combined information from team communications, wearer response to stimulus and their individual sense perception, and various other hive-like functions with relation to the team and allied group movements. Basically, it uses team location detection to filter out allies from the response system that relays enemy detection information to the wearer. Allies won't trip the system.
- Enemy detection will function on 3 levels. First will be a red hue to the radar indicating enemy presence in a certain proximity, second stage of detection will indicate a general direction with a brighter, more obvious hue shift, and third will show a red dot in the direction the enemy is coming from and may well indicate proximity as well. This is dependent on the various parameters used in detection.
So.. good, bad, indifferent? Do you think it should be implemented, or believe it would be helpful and enhance gameplay?
I thought that's what the items "Not Availble" in the market were for and that they just haven't released it yet.
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[Veteran_Mars El'Theran]
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Posted - 2012.06.08 09:40:00 -
[3] - Quote
You could be right and it would make some sense to have this as a module, to some degree.
Simple fact is though, right now a guy in a 400 pound suit of armor can run up behind you and stand on your coat-tails while tapping you on the shoulder with a gatling cannon and you wouldn't know unless the gun passed through your field of vision while moving through your head.
You can't even hear them. I liked it when BFBC2 implemented sounds to indicate footfalls, though ti really helps if you have true surround sound and I never did. Still don't, even if the set-up is surround. Never made too much difference though as I did manage to quite often spin and kill my attacker on more than enough occasions to make it truly worth it.
Unfortunately, it didn't always work, I didn't always notice, and often enough the attacker was a hacker with invulnerability on that could take 20 hits to the chest and face from an LMG without blinking, then stick you with a knife or shoot you in the knee with a pistol for an instant kill headshot.
Exaggerating a bit there. Most hackers aren't stupid enough to be so obvious as to shoot you in the knee when they have instant kill headshot turned on. They'll just point a gun with full auto at you and start shooting using aimbots or stab you with an always gets a kill knife move if they ever get that close. Headshot and box hackers are almost always snipers. Anything to make plausible deniability possible so you can't argue with them, or.. so they can argue with your admins and call you a bleeping noob.
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[Veteran_Jin J'Rayle]
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Posted - 2012.06.08 15:12:00 -
[4] - Quote
Mars El'Theran wrote:You could be right and it would make some sense to have this as a module, to some degree.
Simple fact is though, right now a guy in a 400 pound suit of armor can run up behind you and stand on your coat-tails while tapping you on the shoulder with a gatling cannon and you wouldn't know unless the gun passed through your field of vision while moving through your head.
You can't even hear them. I liked it when BFBC2 implemented sounds to indicate footfalls, though ti really helps if you have true surround sound and I never did. Still don't, even if the set-up is surround. Never made too much difference though as I did manage to quite often spin and kill my attacker on more than enough occasions to make it truly worth it.
Unfortunately, it didn't always work, I didn't always notice, and often enough the attacker was a hacker with invulnerability on that could take 20 hits to the chest and face from an LMG without blinking, then stick you with a knife or shoot you in the knee with a pistol for an instant kill headshot.
Exaggerating a bit there. Most hackers aren't stupid enough to be so obvious as to shoot you in the knee when they have instant kill headshot turned on. They'll just point a gun with full auto at you and start shooting using aimbots or stab you with an always gets a kill knife move if they ever get that close. Headshot and box hackers are almost always snipers. Anything to make plausible deniability possible so you can't argue with them, or.. so they can argue with your admins and call you a bleeping noob.
I definitely agree with you about at least wanting to hear the footfalls of anyone around you, especially a heavy suit.
Who knows maybe "silent-walking" is a dropsuit module that can be added. |
[Veteran_Mars El'Theran]
0
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Posted - 2012.06.09 00:36:00 -
[5] - Quote
bump for more visibility. |
[Veteran_Sintel Jenner]
0
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Posted - 2012.06.09 00:45:00 -
[6] - Quote
Yeah there's skills for sensor based equipment, so I'm assuming we'll get something like this, or that makes the minimap detection better. |
Kar Kanos
Einherjar Outfit
2
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Posted - 2012.08.18 16:10:00 -
[7] - Quote
I've noticed that the HUD radar also seems to represent a very large area in general. So it shows allies/enemies and locations as being much closer than they actually are in game. That's something I'd like to see changed, especially with logistics suits coming into play much more now. That and not seeing downed allies on the other side of the map, LOL. |
Mavado V Noriega
SyNergy Gaming
2283
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Posted - 2012.08.18 17:07:00 -
[8] - Quote
idk i kinda like the current radar. giving precise locations makes ppl too dependant on the game holding ur hand and tellin u where peeps are.......this way u just get a general idea when they show up on radar where ppl at |
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