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PostPosted: Wed Aug 17, 2011 8:49 am 
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AllianceEric wrote:
What?

<poker face>

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PostPosted: Sun Aug 21, 2011 9:07 am 
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Not sure if this had been covered, but will you be able to save your loadouts?

This could of course lead to people posting their favorite loadout as a file or whatever.


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PostPosted: Sun Aug 21, 2011 1:42 pm 
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Loadout utility has been a huge focus for us since day one. You will definitely be able to save multiple loadouts and swap between them as you wish.

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PostPosted: Mon Aug 22, 2011 1:15 pm 
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Another question.. If we come across someone who died and dropped their m14 (for example) on the ground, can we extract the rounds from their discarded magazine(s) and use it in our similarly chambered weapon, like a FAL?

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PostPosted: Tue Aug 23, 2011 9:10 am 
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How is Alliance going to handle the amount of magazines that one can carry? Are all guns to carry a standard amount and that is that? Or is it considered a "pool" of ammo as in most games and # of magazines is not a factor. It would be VERY cool if on hardcore mode the game kept track of the ammo in each mag, so if a tactical reload is made, if later that same mag partially full mag is put back in the gun, it will have the same amount of ammo in it.


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PostPosted: Tue Aug 23, 2011 2:59 pm 
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ninails99 wrote:
How is Alliance going to handle the amount of magazines that one can carry? Are all guns to carry a standard amount and that is that? Or is it considered a "pool" of ammo as in most games and # of magazines is not a factor. It would be VERY cool if on hardcore mode the game kept track of the ammo in each mag, so if a tactical reload is made, if later that same mag partially full mag is put back in the gun, it will have the same amount of ammo in it.

All of the above depending on the realism level. On one end Arcade would have a common pool of ammo, and Sim on the other end would have discrete mags (leaving you with partially used mags later). You'll be allowed to carry a realistic amount of magazine (no 3 mag ONLY BS), with the weight of the magazines and rounds in them factoring into the overall weight of your loadout.

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PostPosted: Tue Aug 23, 2011 5:10 pm 
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Quote:
(no 3 mag ONLY BS)

Thank you! I don't know how call of duty convinced everyone that magazines weigh 30 pounds. Actually, now that I think about it, I remember when we were learning about vietnam, they got some vets to come to talk to us in class. One of them mentioned that some soldiers would carry 1500 rounds. 50 mags is a little extreme I supposed, but it just goes to show how far off the current limits in games are.

Weapons with internal mags would prob work a little differently as the rounds would need to be carried individually in pouch or something.

I have some things im wondering about sim...
1. If you only partially expend one mag (say you are carrying multiple ammo types and you want to save the one thats in the current mag for later) will there be an option to replace the magazine, instead of dropping it?

2. If you come across someone who died and only has a partially expended mag, will you be able to extract the rounds from their mag and and store them for later?

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PostPosted: Tue Aug 23, 2011 5:19 pm 
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#//neostyles.CD wrote:
Quote:
(no 3 mag ONLY BS)

Thank you! I don't know how call of duty convinced everyone that magazines weigh 30 pounds. Actually, now that I think about it, I remember when we were learning about vietnam, they got some vets to come to talk to us in class. One of them mentioned that some soldiers would carry 1500 rounds. 50 mags is a little extreme I supposed, but it just goes to show how far off the current limits in games are.

Weapons with internal mags would prob work a little differently as the rounds would need to be carried individually in pouch or something.

I have some things im wondering about sim...
1. If you only partially expend one mag (say you are carrying multiple ammo types and you want to save the one thats in the current mag for later) will there be an option to replace the magazine, instead of dropping it?

2. If you come across someone who died and only has a partially expended mag, will you be able to extract the rounds from their mag and and store them for later?



He was probably talking about ammo for the m60 so the guy just had boxes of belts rather than mags. 200 rounds of ammo combined with gear weighs a lot more than you think.

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PostPosted: Tue Aug 23, 2011 6:45 pm 
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AllianceEric wrote:
ninails99 wrote:
<snip>

All of the above depending on the realism level. On one end Arcade would have a common pool of ammo, and Sim on the other end would have discrete mags (leaving you with partially used mags later). You'll be allowed to carry a realistic amount of magazine (no 3 mag ONLY BS), with the weight of the magazines and rounds in them factoring into the overall weight of your loadout.


Very good to hear this. So will you be able to vary the amount of mags/belts/ammo?
Can you take on extra ammo for the penalty of extra weight?
Will this added weight slow you down, but as you expend the ammunition, will the game track your carried weight dynamically and adjust your movement / stamina / etc. as you are effectively carrying less?


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PostPosted: Tue Aug 23, 2011 8:06 pm 
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#//neostyles.CD wrote:
1. If you only partially expend one mag (say you are carrying multiple ammo types and you want to save the one thats in the current mag for later) will there be an option to replace the magazine, instead of dropping it?
2. If you come across someone who died and only has a partially expended mag, will you be able to extract the rounds from their mag and and store them for later

1. Half full mags won't be discarded when you reload. Empty ones will be dropped.
2. TBD. Not at first, maybe later (depending on how it playtests).

ninails99 wrote:
So will you be able to vary the amount of mags/belts/ammo?
Can you take on extra ammo for the penalty of extra weight?
Will this added weight slow you down, but as you expend the ammunition, will the game track your carried weight dynamically and adjust your movement / stamina / etc. as you are effectively carrying less?

yes to all. There might be some upper limit based on what you might reasonably be able to store on your person (so no hundred mag super slow soldiers), but that's pretty much it..

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PostPosted: Wed Aug 24, 2011 8:43 am 
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Will the multiplayer game ship with an AI bot option at all? Even just for offline practice mode?
Some games have a min. player amount for each side and use AI to fill out the ranks when there are not enough human players.

Co-Op multiplayer vs. Hordes of AI baddies is always epic.


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PostPosted: Wed Aug 24, 2011 12:12 pm 
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ninails99 wrote:
Will the multiplayer game ship with an AI bot option at all? Even just for offline practice mode?
Some games have a min. player amount for each side and use AI to fill out the ranks when there are not enough human players.

Co-Op multiplayer vs. Hordes of AI baddies is always epic.

Bots would be nice, but for me, more weapons, more polished gameplay, etc is more important. Sounds like a perfect candidate for a expansion pack.

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PostPosted: Wed Aug 24, 2011 4:19 pm 
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Bots aren't currently on our schedule. Eventually we will indeed have them, but only when we have the time and resources to make them great. Part of the reason we're going multiplayer only at first is to drastically reduce the scope of Alliance (singleplayer was the majority of the time and cost), and AI was a big part of that.

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PostPosted: Wed Aug 24, 2011 10:06 pm 
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Got two questions.

-Is the human-shield feature still included in the game, and if yes, will it be available in multiplayer?

-will we be able to deploy bipods or rest weapons on the ground in multiplayer?

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PostPosted: Wed Aug 24, 2011 11:06 pm 
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Rumbler07 wrote:
Is the human-shield feature still included in the game, and if yes, will it be available in multiplayer?

Yes in single-player, but only at lower realism settings. As for multiplayer, it's something we may explore when all core features are done (with similar realism constraints), but is not actively being planned.

Rumbler07 wrote:
Will we be able to deploy bipods or rest weapons on the ground in multiplayer?

Yes. :)

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PostPosted: Wed Aug 24, 2011 11:50 pm 
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Speaking of presentation, I was wondering about how things will be handled when you are hit. Ive never fired too many firearms before in my life, but I've read accounts from soldiers who got hit (with body armor) and what really came across is the sheer force of the impact. One of them described it as being "hit with a sledge hammer." I never really knew that it was that much energy. I guess with larger calibers, knockdown power is exactly that. After cod, most games usually just have your screen flash red.. maybe your vision blurs out but for me it feels kind of underwhelming. I've always been hoping for something that felt a little more physical. Any chance (maybe on the higher realism settings) of high caliber hits knocking you to the ground? Maybe your weapon even slips out of your hands.

The cod style flashbang effects have never really impressed me too much either to be honest. I think more audio and visual cues could be used to create a grittier experience. Like double vision or something.

I don't really like how grenades in most games can be "deployed" at the speed of light either. I mean, there is a safety clip that you have to remove, then a ring. How soldiers in call of duty do all this in 1/100th of a second is beyond me. It literally feels like the guy has some sort of hand grenade cannon hidden up his sleeve. I think I figured out their secret.

Also, will inventory items be visible? So, if someone reloads, will we be able to see them extracting the magazine from their pouch for example?

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PostPosted: Thu Aug 25, 2011 12:38 am 
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#//neostyles.CD wrote:

I don't really like how grenades in most games can be "deployed" at the speed of light either. I mean, there is a safety clip that you have to remove, then a ring. How soldiers in call of duty do all this in 1/100th of a second is beyond me. It literally feels like the guy has some sort of hand grenade cannon hidden up his sleeve. I think I figured out their secret.



With what you just said...you would kill yourself with a grenade in your hand removing the "spoon". Grenades work like this...Remove pin then throw. The spoon comes off by itself (well the pin is holding it in). Although no game really has shown how tough that pin is to pull out lol. It's more of a pull\twist method to get that pin out. And you have to do it rather quickly.

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PostPosted: Thu Aug 25, 2011 4:35 pm 
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Bigdaddy wrote:
#//neostyles.CD wrote:
I don't really like how grenades in most games can be "deployed" at the speed of light either. I mean, there is a safety clip that you have to remove, then a ring. How soldiers in call of duty do all this in 1/100th of a second is beyond me. It literally feels like the guy has some sort of hand grenade cannon hidden up his sleeve. I think I figured out their secret.

With what you just said...you would kill yourself with a grenade in your hand removing the "spoon". Grenades work like this...Remove pin then throw. The spoon comes off by itself (well the pin is holding it in). Although no game really has shown how tough that pin is to pull out lol. It's more of a pull\twist method to get that pin out. And you have to do it rather quickly.

----



That would be a great thing to animate.

Realistically pulling a grenade pin I mean, not neostyles exploding :twisted:
jk lol

Itd be nifty to see your characters hands in the lower portion of the screen like PULL that pin out and then get postured up to throw.

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PostPosted: Fri Aug 26, 2011 1:40 am 
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Higher realism settings will have more physical reactions to being shot and lower realism settings will be more forgiving.

1st person animations will be more detailed than 3rd person ones (easier on the networking layer, artists, & programmers). You will not see individual magazines (that are accurately used and removed) on our characters. Maybe someday though.

Finally, Alliance will not have instant grenade throws. They will be a weapon that you'll have to switch to first, as you need both arms free and unencumbered to pull the pin and throw it accurately. It's funny that games have actually gotten less realistic in that sense for grenades. That used to be the normal behavior for FPSes and now it's all that instant crap. What's amusing is that you also hear constant bitching about how overpowered grenades are and how much nade spam there is, yet nobody puts two and two together. Yes, making it unrealistically trivial to throw a powerful grenade results in more of them being thrown. Shocking... :)

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PostPosted: Fri Aug 26, 2011 10:30 am 
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AllianceEric wrote:
Higher realism settings will have more physical reactions to being shot and lower realism settings will be more forgiving.

1st person animations will be more detailed than 3rd person ones (easier on the networking layer, artists, & programmers). You will not see individual magazines (that are accurately used and removed) on our characters. Maybe someday though.

Finally, Alliance will not have instant grenade throws. They will be a weapon that you'll have to switch to first, as you need both arms free and unencumbered to pull the pin and throw it accurately. It's funny that games have actually gotten less realistic in that sense for grenades. That used to be the normal behavior for FPSes and now it's all that instant crap. What's amusing is that you also hear constant bitching about how overpowered grenades are and how much nade spam there is, yet nobody puts two and two together. Yes, making it unrealistically trivial to throw a powerful grenade results in more of them being thrown. Shocking... :)


Exactly. If grenades had to be "equipped" as opposed to instant, nade spam would go way down in modern FPS's.

I loved how they worked in R6: Ravenshield. When you equipped your grenade, you put away your weapon and there was a little "tick" for removing the pin and then you L-clicked to throw. The thing about the "tick" was if the enemy was close enough, he heard this as well and come blazing into the room because he knew you were defenseless. It made you really think about when and where you used nades. Another trick was to switch to nades with a teammate watching the door, so when the guy came running in he was in for quite a surprise, we called that a "duck call". Also you could switch to your secondary, which made a similar sound for other reasons, and people thought you were holding a nade only to be met with a Deagle staring at them. :) I do miss my Ravenshield, such good times.


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