Author Topic: Ideas to make bullets scary, and suppression important  (Read 3225 times)

So in my TDM i want suppressive fire to be a very important feature. I want players to fear getting shot at and spend more time taking cover and planning their next move instead of jump-crouching out of cover and face loving whoever they see. I also want players to use suppressive fire to their advantage for flanking and retreating.

So far ive kind of done this using really loud and aggressive bullet impact sounds and camera shake. So when a bullet lands next to you, your screen shakes a bit and you hear a really loud impact sound. As scary as it already kind of is, its not enough.

What are some good ways to make bullets so scary that you feel the overwhelming urge to take cover?

for one, not that

that's really just obnoxious itll get in the way of returning fire and eventually just become invasive noise

if you dont want people to jump crouch and arena-fps around out of cover just remove jumping

This sounds like a good idea and is kind of similiar to the way ARMA 2 handles incoming rounds. The player gets sort of a "shock" and their vision gets slightly more blurry (assuming from adrenaline rush from almost being shot) and the player's shots become less accurate from said adrenaline rush. You could also maybe figure out a way to use shrapnel/ricochets from rounds hitting near the player or maybe damage from the bullets shockwave or something. It'd probably overcomplicate things but would be suitable for a more realistic gamemode.

that's really just obnoxious itll get in the way of returning fire
Thats the whole point of suppressive fire lol.

If you think getting suppressed is obnoxious, peek a different corner or retreat. But i do see where your coming from.

OT: in relations to what treti said. Is there a way to set a vignette when a projectile explodes near a player, then have it go away after a bit of time? That could sort of suffice for adrenaline blur.
« Last Edit: June 16, 2016, 02:04:34 AM by Ctrooper »

Is there a way to set a vignette when a projectile explodes near a player, then have it go away after a bit of time?
Yep. You'd need to run a looping function for the fade though.

If you want realism go play Squad or some stuff.

If you want realism go play Squad or some stuff.
or save $40 and recreate it in blockland

Make bullets do a lot of damage fast
Make people have lives and have to wait for rounds to reset
Present maps and weapons in a way that it rewards players for keeping other players suppressed by fire
if you dont want people to jump crouch and arena-fps around out of cover just remove jumping

Focus less on making 'bullets scary' and more on making mechanical design revolve around making the bullets indirectly scary by heavy and obvious consequences that punish the player when they do not use strategy and play intelligently around the meta of your gamemode

If you want realism go play Squad or some stuff.
unfortunately this post is not helpful or meaningful to anyone

Playertype with a drawn out crouch? Something to hobble the character enough to make thoughtful movement a must

This would probably be the worst possible way of doing it from a scripting perspective, But remove weapon functions when your crouch moving.

Make bullets do a lot of damage fast Done
Make people have lives and have to wait for rounds to reset I could just increase respawn time, the current game mode i made doesnt work well with lives
Present maps and weapons in a way that it rewards players for keeping other players suppressed by fire Could you elaborate more on this?

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Focus less on making 'bullets scary' and more on making mechanical design revolve around making the bullets indirectly scary by heavy and obvious consequences that punish the player when they do not use strategy and play intelligently around the meta of your gamemode

This is a good idea, ill see what i can do.

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But remove weapon functions when your crouch moving.
yea no lol. I could put a jump delay though, now that i think of it.

one way you can use map design to encourage suppression is have a large open field or no mans land or river where there's no cover when crossing. teamwork would be required to get people across and encourage at least pair teamwork. if you've ever played usopps napoleonic war his map had a huge river and long reload singleshot guns that made people charge together rather than individually try to best each other in single combat since guns were deadly but inaccurate, and firing as a group meant youd take down anyone charging semi reliably

Jump energy cost and min jump energy are a couple of default datablock things. Pair that up with like, sprinting, and people wont be jumping so much.

Personally, I hate jump delays.

Personally, I hate jump delays.

This. The answer probably doesn't lie in jump delays. Rather, jump height. Crouching doesn't give you any vertical height bonus either, so removing the ability to crouch while jumping would probably make sense.