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| Joint Operations - Tactics, Strategy and Missions Discussion Discussion about tactics, strategy and mission planning for Joint Operations in this forum. |
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#16 (permalink) |
![]() Join Date: Jan 2004
Location: Ithaca NY
Age: 38
Posts: 1,705
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Re: Reality Mod Discussion
What I'm reading over at Brutal Arts indicates a fair bit of coding potential for more significant changes.
However, I believe that a separate stamina bar, and a sprint function, are outside the scope of the JO engine. I certainly don't know for sure (not a coder), but other discussions have hinted at having to work within the framework that already exists in the engine. There's apparently a fair bit of room to really tweak and develop, but it has a practical limit. On the plus side, regarding speed... there's talk of making loadout affect speeds, or at least soldier classes having different speeds based on a standard (regardless of carrying min/max gear for that class). I do agree that medics who carry the bare minimum should have a higher speed than a fully loaded gunner.
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#17 (permalink) |
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Join Date: Feb 2005
Location: Queens, NY
Age: 23
Posts: 4
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Re: Reality Mod Discussion
Excellent mod so far but it has work to be done of course.
Suggestions - United States Rangers - Female Cap needs to be retextured. The hat's camo doesn't match the rest of the camo. (too light) - Colt M4 still has Aimpoint on model but scope optics of the ACOG - Strafe aiming (with scope) should be allowed but speed of movements and accuracy should both be lowered for balancing. - Know you guys mentioned it in the first place but the Elevation issue needs to be fixed quick. - A sprint button if possible. I don't know if the game will allow you to code it but it would be really helpful - Fix damage done to head. I shot a friend in head 3 times from 3 meters away and he took minimal damage. (1 headshot = 1 kill)
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Never share a foxhole with a hero Get busy livin' or get busy dyin' Supporter of Brutal Arts Reality Mod USNS Lt. Pead - Hiding in a bush aiming at your head |
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#19 (permalink) |
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Join Date: Feb 2005
Location: Queens, NY
Age: 23
Posts: 4
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Re: Reality Mod Discussion
I will as soon as possible. I think that the biggest suggestion would be to the community instead of the developers. For the developers to really stand behind their modification they're going to need support from the community. I have seen great mods come and go quickly because they didn't have a large enough fan base and it was simply because of bad advertising. I think that its our job to get the word out even to friends who stopped playing JO. The more players the more interesting the combat and the more support all the more reason to help the community out.
Brutal Arts - Reality Mod has more potential than any game or mod out there because of the capabilities of the Joint Operations Engine. Though not the best looking or with the best collision detection, it has all the tools a person would need to conquer France! STAND BEHIND BRUTAL ARTS!
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Never share a foxhole with a hero Get busy livin' or get busy dyin' Supporter of Brutal Arts Reality Mod USNS Lt. Pead - Hiding in a bush aiming at your head |
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#20 (permalink) |
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Join Date: May 2005
Posts: 2
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Re: Reality Mod Discussion
I definitely would like to see the ability to sprint, but you can't sprint forever. For that, you'd need to have a fatigue bar, which, when it fills completely would mean you're winded. I think it would be best to tie that in with the breathmeter underwater. A guy that just did a 100 yard sprint and then goes underwater will not last nearly as long if at all in comparison to someone who just stepped in. When you're winded you're gulping for air which you can't do underwater.
As has been said, weight probably won't affect your walking speed much, but if you're weighed down you're going to sprint slower and not over as great of distances. About medic revival, I'd keep it, but I would limit the person's to health to say 30% after being revived. Someone who's been hit with enough bullets to pass out won't be back to full health for a while (I assume non-revival healing involves morphine, bandages, and alcohol, to work pretty much instantly. That method will only help a guy who's been knocked unconscious by gun-fire so much). If someone who took a lot of damage goes down, it should be possible to attack them further to kill them completely. The medic should have to spend at least 5 seconds to revive someone, but should also be able to leave without finishing if s/he starts getting shot at. Anyone who takes too much damage in one blow (like direct hit by mortar fire, or falling from 300 ft. up) should not be revivable. I suspect revival limits will make the medic a less popular class, so medics should get something to offset that. Self-healing (with some limits) would probably do the trick. Medics shouldn't be able to heal totally instantly, nor should they be able to heal the same person limitlessly. |
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