Poll

Poll • Military Weapons

Keep the military weapons to intensify and create chaotic combat.
Cut down on military weapons to keep realism and make finding guns very serious.

Author Topic: DayB • 1/14/14  (Read 114509 times)

I got a few questions regarding the vehicles, what are vehicles like?

Do vehicles require parts to repair them?

How common/rare are vehicles?

And what types of vehicles are there?

How many will there be?

You probably should use both, people who don't have the client UI downloaded use the minigame one.
Yeah this would be a good idea

layed a couple farms and some trees down, but i dont know where to put any towns..

do you think we need more city buildings? i could make a couple if you do

layed a couple farms and some trees down, but i dont know where to put any towns..

do you think we need more city buildings? i could make a couple if you do
I checked back and you weren't on! :^(

I'll hop on shortly and do some stuff.


We are almost to the stage of testing combat with other players. Unfortunately, we don't yet have our own custom weapons finished but we can still perform these tests. Below are some finished features that likely won't change. I will update this list in my future replies.

Bleeding causes your player to take damage every second. The damage dealt is based on the damage you've taken that caused the bleeding. Bleeding will never get any better until you use a Bandage. Any base damage over 15 will not cause you to bleed.

Trauma causes your screen to flash and decreases your accuracy with weapons. The amount of trauma is based on the damage you've taken that caused it. Trauma will gradually get better over time, but not completely go away until you use Painkillers.

Multipliers scale damage based on where your player has been hit:
  • HEAD = DAMAGE * 4; 0% chance of bleeding. 100% chance of trauma. You'll likely be dead anyways.
  • CHEST = DAMAGE * 1; 100% chance of bleeding. 25% chance of trauma.
  • ARM = DAMAGE * 0.7 with a chance of causing you to drop your equipped weapon depending on the base damage. 25% chance of bleeding. 50% chance of trauma.
  • HIP = DAMAGE * 0.6 with a chance of disabling your ability to sprint. 50% chance of bleeding. 0% chance of trauma. If you are sprinting, the multiplier increases to 1
  • LEG = DAMAGE * 0.8 with a higher chance of disabling your ability to sprint. 25% chance of bleeding. 0% chance of trauma. If you are sprinting, the multiplier increases to 1.2

Titles include "Bandit" for evil players, "Hero" for good players and "Survivor" for neutral players.

Death messages are only displayed to the dead player. You will not know if a player died unless you see a body. You cannot identify who a body belongs to. You cannot identify who killed you, only the killer's title.

Types of damage govern exactly how your player reacts to the following:
  • Melee damage has a low chance of bleeding depending on the item and a higher chance of trauma depending where you are hit.
  • Projectiles damage has a high chance of bleeding and a low chance of trauma depending where you are hit.
  • Zombies damage displays "Zombie" as your killer.
« Last Edit: August 02, 2013, 02:34:40 AM by Shappeh »

I don't believe melee will be a big part of this but we'll see what we can do. As for trauma, I think a shaking screen is better than flashes, flashes are annoying, a shaking screen would work better because you're trembling and afraid.

But good stuff!

Woo, updates :D

Yeah I agree with Derroith, flashing would be really annoying

I'll look into causing the screen to shake. I also realize that those multipliers only apply to projectile-type damage. I will fix both of these issues and add a quick inventory system so we can begin testing damage.

More trauma, more shake!

Someone force Rusty to finish modeling, he's become distracted so shoot him some pm's or attack him in game.

I know you've turned this idea down before, but is it possible you could still add a sort of suppression mechanic to this game? Something similar to Red Orchestra where bullets that strike close to you will scare your character into hiding and make it harder to fight back. Likewise, this could work where if a player or zombie is charging you you could also get suppressed and have a harder time fighting back.

More trauma, more shake!

Someone force Rusty to finish modeling, he's become distracted so shoot him some pm's or attack him in game.
Probably doesn't help that he's working on that medieval server rite nao

...or a zombie is charging you--you could also get suppressed and have a harder time fighting back.
I kind of giggled to myself at the thought of zombies suppressing you.

In Battlefield 3 if a player shoots near you the suppression causes your screen to blur and your accuracy decreases. The amount of suppression is based on the size of the projectile. Would that suffice? I'm afraid these effects might complicate the code too much for what they are worth.


I kind of giggled to myself at the thought of zombies suppressing you.

In Battlefield 3 if a player shoots near you the suppression causes your screen to blur and your accuracy decreases. The amount of suppression is based on the size of the projectile. Would that suffice? I'm afraid these effects might complicate the code too much for what they are worth.
Rather I was hoping the more you got shot at, the more suppressed you got sort of thing. But I understand if it's too complicated.