Song Soulfire
Circle of Huskarl Minmatar Republic
44
|
Posted - 2012.08.12 03:56:00 -
[1] - Quote
Hip fire and ADS shouldn't be opposing camps...
there should be benefits and downsides to each method of acquiring a target.
Hip Fire should maintain appreciable levels of accuracy and movement advantage, but should also have a random chance to miss, this being the case that our suits are processing our nerve impulses from our visual, aural, movement/stability brain centres and nerve clusters(skeletal/muscular) simultaneously. The odd 1 or 0 getting dropped in every odd or even gig of data, whilst not life threatening per se should be a given when pushing a system to its limits.
Merely scoping out should not provide a dire movement speed cost, our suits would presumably be fitted with predicative software so as not to break bones upon sudden changes in movement or attitude,so whilst some loss of speed could be expected, the suits ability to map terrain to memory (reducing user need to only look at the ground for visual cues to the suits movement processors ((:P)) ) would allow for no appreciable loss in movement speed even whilst the users visual stimuli is restricted to weapon mounted cameras. Scoping should reduce movement speed by a fraction, perhaps as much as 10-15%. Moving whilst scoping should provide an "almost" negligible miss chance.
When we switch to ADS mode the suits processing power should be almost entirely focussed upon our primary target/s, this could be seen as a shutting down of movement and balance functions, the crouch having a lower centre of gravity making it a far more stable structure. The Exo suit could then dampen bio feed back, specifically from respiration, effectively braking movement systems even further, this should not however reduce the suits ability to turn with the upper body (very much akin to a turret), at least within a 120deg(?) arc dictated by lower body attitude. Movement outside of that 120deg(?) arc should require a shift in the lower body which whilst possible, would either affect aim assist systems, or reflect a penalised turn speed indicative of the suits need to maintain posture, weapons, target acquisition AND aim systems, the exact loss in maneuverability being dependant upon a suits computational power and/or weapons systems, nominal figure being oh lets say 50% of maximum turn speed with a targeting loss of 10%)
In the end from a gameplay POV i can understand the need to visually display a players current mode of aiming, but perhaps a more elegant way to produce this information would be to provide it via a glow about the helmet, or just thru the fact that a player is moving slightly slower. Obviously this only applies to scoping, as the stable crouch position would be fairly evident.
Our suit is already providing all/most auditory and visual information. Servo/hydraulic assisted movement and 2-way bio feedback systems should allow for firing of our weapons from any position or attitude, specifically if weapons are provided with sensor and computational systems of their own (internal heat build up, gyroscopic feedback, etc).
just the thoughts of a rambling mind... |
Song Soulfire
Circle of Huskarl Minmatar Republic
44
|
Posted - 2012.08.12 06:19:00 -
[2] - Quote
if training would make my scout a bit less hit or miss with the sniper rifle... then I'm all for it, off topic but related... so sick of lining up peeps with my NT rifle and having to hit them 3-6 times for a kill, and they at range with an AR taking me out in 3-4 lucky hits ... I'm playing on PS3 with a 56inch screen, so when i say at range i mean that the guy I'm shooting at is about 10mm on my tv... and yet can reliably kill me with an AR whilst moving around in between bursts... whilst I have to sit still and wait for him to cross my sights... .. kinda silly imho. |