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Happygamer

Member Since 16 Feb 2011
Offline Last Active Jul 24 2013 11:01 AM

#5058386 Tolerance for character attributes in FPS game?

Posted by Happygamer on 01 May 2013 - 01:25 PM

I would tolerate this a little were it a FPS combat sim but not if there are lot of unpredictable RPG factors that would get me killed or slow me down. A turn based tactical shooter seems more ideal for simulating combat stress and can have RPG stats. Otherwise it feels too much like an arbitray restriction on a player because they happen to be in a paniced situation. In several FPS games they already do emulate such effects with blurred vision, ringing sounds, and inaccuracy under fire but not to the point where the player feels out of control with the character.

Will the player feel more paniced and connected to the character in that way? Or will it cause players to behave differently to avoid the penalities? (keep from getting under too much suppressing fire, don't stand near or look at the characters that die, etc)




#5057523 Reason for TPV + a gameplay mechanic

Posted by Happygamer on 28 April 2013 - 01:07 PM

It may be done well but there is no explanation as to why you can see from that view. Is nobody reading what I wrote?


#5057014 Reason for TPV + a gameplay mechanic

Posted by Happygamer on 26 April 2013 - 10:50 AM

FPV feels normal because you are looking through your character's eyes, right? But what about TPV? I know it doesn't have to make sense but why not give it a reason to exist. The reason would be that you can see from that view point because you deployed a Follow-cam Drone(or seer's eye if you prefer fantasy). This drone isn't some artificial construct either. It exists in the game. Other characters can see it or shoot it. If it takes damage the vision through the drone may be impaired but you can always return to FPV. With TPV you can see an enemy around the corner without them seeing you(however some do show the character barely sticking around the corner). But with this, you can both see each other but you aren't at risk of being hit. If the enemy were able to shoot down this small drone you would return back to FPV unless you deploy another.

 

Anyone know if a game that has done it this way? Did it work very well? Or would you like to see this exist in a FPS game?

 

Perceived

Pros: Optional TPV which is well suited for short range combat that needs more situational awareness. At the same time it could be a melee guy's vulnerability. Observe surroundings without being vulnerable. Good for sneaking, granted the "eye" isn't very noticeable unless close up.

Cons: Redeploying drones after being destroyed quickly could be aggravating. Drones colliding with surrounding objects. Difficult to make the drone look animated when in movement and not fixed in the air. Drones could be expensive to replace.




#5038162 Breaking into industry without coding or art skills.

Posted by Happygamer on 01 March 2013 - 04:02 PM

You forgot one other way. With a ship load of money and become the producer :P


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