Garrett Blacknova
Codex Troopers
2343
|
Posted - 2013.04.02 12:57:00 -
[1] - Quote
So far, no multiplayer FPS has done this as smoothly as Mirror's Edge.
The closest has been Brink. Syndicate and BF3 have done similar, to a certain degree, but neither has come as close as Brink, and even Brink falls well short of what was hoped for.
Mirror's Edge and Brink also win points for the fact that they're both UE3 games. They were built on the same engine as DUST, so there's precedent for the game engine handling such controls fluidly and (in Brink's case) without interrupting gunplay.
Brink did a lot of things wrong, but this isn't one of them.
It might be difficult to make something like this work in DUST, but it would be awesome if they could make it happen. |
Garrett Blacknova
Codex Troopers
2417
|
Posted - 2013.04.09 13:28:00 -
[2] - Quote
Ydubbs81 RND wrote:I hated the BF3 vaulting over fences...it has always annoyed me. More animations gets you killed when trying to execute a simple jump and get away. BF3 did it badly.
Brink, Syndicate and Mirror's Edge did it well.
Mirror's Edge did it well mainly by almost entirely removing gunplay from the equation, but Brink actually kept the ability to shoot (and reload) while performing more acrobatic actions. Syndicate also managed to incorporate vaulting animations without sacrificing the ability to to perform other actions during the animation.
And Mirror's Edge and Brink are both UE games, built on the same engine that DUST uses, so there's precedent for actually fluid and well-implemented movement animations in first-person gameplay in the current game engine. And CCP have ex-DICE staff working on DUST already, coming from the studio that originally did Mirror's Edge. |
Garrett Blacknova
Codex Troopers
2435
|
Posted - 2013.04.10 12:28:00 -
[3] - Quote
The Black Jackal wrote:Ulysses Knapse wrote:The Black Jackal wrote:This can give the Scout a new lease on life without simply 'making them faster' as they would attain more mobile ways to get around. Possibly bordering on Parkour. (Though honestly, that would be extreme.) Oh, yes! I would love parkour scout! That would be amazing! CCP, make scouts parkour! If you think I'm joking, I'm not. I would love scouts to be able to climb faster, climb up short walls if they have a running start, vault over walls, make super leaps of awesomeness, grab onto ladders mid-jump, skid off of walls to avoid fall damage, jump off of buildings and land on enemies to avoid fall damage while incapacitating and damaging the enemy, sliding through tight places and into cover, being a troll in general and other shenanigans. That alone would make me adore the scout dropsuit without it being overpowered in combat. Honestly, I think the scout dropsuit should be able to parkour. I mean, why not? That would be epic. Even more epic if they could air assassinate enemies while holding nova knives. In all fairness, there isn't a reason to give a genetically and cybernetic enhanced super Scout all the things you've said above. However, doing so would create an extremely agile, difficult to predict opponent for anything to shoot. To compensate, you'd have to give the Assault, Logistics, and Heavy Suits something to compensate heavily. Not saying it wouldn't be possible, but it may be something to look at in the far future of DUST. Again with me having reason to refer to Brink.
If you never played it, be warned there are no real players and single player is multiplayer with terribly, horrifically broken bot AI, but it's really, REALLY cheap these days (I've seen it as cheap as NZ$10 new).
It's built on the same game engine as DUST (UE3). It has high-speed movement and characters capable of performing a pretty comprehensive range of parkour-based actions while also retaining their ability to fire weapons, and even reload (with the right skill trained). |