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PostPosted: Sun Feb 05, 2012 2:16 am 
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http://www.gametrailers.com/video/gunsm ... con/726167

Wow

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PostPosted: Mon Feb 06, 2012 1:34 am 
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#//neostyles.CD wrote:
http://www.gametrailers.com/video/gunsmith-walkthrough-ghost-recon/726167

Wow


Yep, saw it on spike for e3...already pre-ordered lol.

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PostPosted: Tue Feb 07, 2012 5:14 pm 
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Its interesting in idea, but in implementation i can still smell the shit with my nose plugged.

Look at him firing 7.62x51 rnds off like they had the recoil of a .22 ( slight exaggeration warning ). Although I guess that is more of a nitpick with the game itself then with the cool gun modifier.

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PostPosted: Tue Feb 07, 2012 8:28 pm 
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Colt .45 Killer wrote:
Its interesting in idea, but in implementation i can still smell the shit with my nose plugged.

Look at him firing 7.62x51 rnds off like they had the recoil of a .22 ( slight exaggeration warning ). Although I guess that is more of a nitpick with the game itself then with the cool gun modifier.


I'll let you know when I play it. More than likely it will be another let down.

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PostPosted: Tue Feb 07, 2012 11:57 pm 
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I'm biting my tongue here, but I finally had to throw my hat in the ring...

It's fluff. It's total freaking fluff. Almost none of those modifiers map to their real world counterparts. It's nice to see, sure, but it's just a new skin on a very old app. ;)

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PostPosted: Wed Feb 08, 2012 3:06 pm 
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Colt .45 Killer wrote:
Its interesting in idea, but in implementation i can still smell the shit with my nose plugged.

Look at him firing 7.62x51 rnds off like they had the recoil of a .22 ( slight exaggeration warning ). Although I guess that is more of a nitpick with the game itself then with the cool gun modifier.

I dont think ghost recon is trying to be a sim. i ont think the average gamer really knows about that sort of thing so more than likely, i dont see this becoming a problem. What i love about this is all the variety in the gameplay it will create. Every gun will feel different in one way or another.

Here is another very neat video of gunsmith
http://www.gametrailers.com/video/e3-20 ... con/714806

This looks much more indepth than the cod system where they just let you throw an aimpoint on the top on a grenade launcher on the front.

That being said, is there anything you can tell us about alliance's approach? :) One thing i have always not liked about modern games is how they all limit you to the same 3 optics.. and most of the time the zoom factor is negligible on them.

What about being able to chose your rail system?
http://www.youtube.com/watch?v=DzV5IRdbOjE

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PostPosted: Wed Feb 08, 2012 10:52 pm 
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heres what i'd take. A complete system that lets me pick every damn part of the gun, and the material it is made out of. Then lets me also choose my ammo and loads.

I want to be able to select which powders( and the grainage count ), which primers, which cases, which tips, the seat depth, the sizing ( neck or full ).

Give me all of that, and actually go ARMA style with the calculations for the bullets ( IE bullet velocity is calculated by the base ammo, the barrel length, and to some extent the action type ).

Then let people customize the sh*t out of their guns.

Then monetize that by letting people custom build guns for the game, and selling them in a built in market. hint hint, the game owners can take a slice of ingame sales.

... Sometimes I need the ability to turn off my entrepreneurial side.
But back to the previous bit, if someone did that right it could turn out to be quite a cash grabber. People love customizing guns, cept usually all you can do is customize away then put your pics up online for the drool fest. Now you can kick ass with your all titanium 1911's with modded sights, extended magazine, sport trigger, fancy hammer, slide serrations of your choice, and with extended barrels.

( Ok no, I actually did not think of that just now, its been a video game idea that I've been harboring for about 8-9 years now....)

* login attempts to post this > 10

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PostPosted: Thu Feb 09, 2012 2:09 pm 
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A complete system that lets me pick every damn part of the gun, and the material it is made out of.

That sounds like it might be a little too much. I mean, can you imagine how that would translate to an in game experience? Im not sure this would fit on the average monitor. Plus, At some point, your choice of weapon would barely make any difference at all. If you chose a ump45, and I you can change all the inner workings of the gun to those of an mp5, what difference would choosing a ump45 make?

Also, im guessing that not everyone who picks up the game will have the encyclopedic knowledge of guns people around here are gifted with. How would someone know what the difference between one material and another? The game manual would be the size of a textbook probably as you would probably have to contain all the knowledge of a full time weapon enthusiast like hickock45.

Just my 2 cents.

Don't get me wrong. I would be in favor for being able to swap out some parts.. Like the stock, the magazine, etc

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PostPosted: Thu Feb 09, 2012 9:28 pm 
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well to start with many basic guns would already be ingame, and for the most part you arent going to make any particular gun so much better through your knowledge that you absolutely destroy everything else.

Also as I said earlier, monetize is, make your tweaked out gun, then sell it over an ingame market place for 99 cents or 10 $ or whatever you so please. 20% cut goes to game developers.

The way I see it, people are willing to pay 2-5$ for an AESTHETIC ONLY HAT in tf2. Sorry for caps but it blows my mind that someone would cough up lunch money for something they dont even look at ( everyone else sees it ).


Plus much of it is only complex or simplistic depending on the UI.

IE for a barrel customization page it could be
1: A visualization of the current barrel
- sliders for length, outer diameter, drop down menu to pick caliber with an override to enter an exact barrel diameter to the thousand of the inch.
as well as a few other selection dropdowns and such for materials and other options like chrome lining. And lastly probably a slider for the rifling twist rate.

or it could just be no visualization with lots of text entry boxes for all of the above data.

If done right a lot of this is quite explenatory, and with some helpfull tool tips it is possible to explain the basics.


heh, the only question is whether you want to charge people money to actually heavily customize kit (thats probably going too far, but some kind of limitation might be needed )

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PostPosted: Mon Apr 16, 2012 3:15 am 
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I think a customization system for alliance should have things like optics, rail systems (being able to choose how many rails you want on your gun), stocks, barrels, silencers, etc. Instead of being able to modify everything down to what the bullet is made out of, i think it would be better to simply give players more options in each department. For example, there are many more optics out there than an aimpoint and an eotech. A quick google reveals dozens of kinds of optics. When was the last time we saw a scope that actually let you adjust the magnification? I would be in favor of seeing things like that.

A shooting range for testing things out would be really neat too.

Quote:
Look at him firing 7.62x51 rnds off like they had the recoil of a .22 ( slight exaggeration warning ). Although I guess that is more of a nitpick with the game itself then with the cool gun modifier.

Recoil is kind of a tricky subject in itself, I would argue. On the one hand, a game has no way of recreating the feeling of a gun shaking in your hands. All that it can do is approximate it. On the flipside, I think games do have a tendency to undersell the recoil. More recoil would help to make careful shots more important.

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PostPosted: Fri May 18, 2012 2:32 am 
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#//neostyles.CD wrote:
I think a customization system for alliance should have things like optics, rail systems (being able to choose how many rails you want on your gun), stocks, barrels, silencers, etc. Instead of being able to modify everything down to what the bullet is made out of, i think it would be better to simply give players more options in each department. For example, there are many more optics out there than an aimpoint and an eotech. A quick google reveals dozens of kinds of optics. When was the last time we saw a scope that actually let you adjust the magnification? I would be in favor of seeing things like that.

A shooting range for testing things out would be really neat too.

Quote:
Look at him firing 7.62x51 rnds off like they had the recoil of a .22 ( slight exaggeration warning ). Although I guess that is more of a nitpick with the game itself then with the cool gun modifier.

Recoil is kind of a tricky subject in itself, I would argue. On the one hand, a game has no way of recreating the feeling of a gun shaking in your hands. All that it can do is approximate it. On the flipside, I think games do have a tendency to undersell the recoil. More recoil would help to make careful shots more important.


Recoil is a very relative thing. Felt recoil will pretty much always be greater when fired from a shooting bench due to the energy being transfered directly into your body, which remains in place. If youre standing and shooting offhand or crouched, your torso can pivot with the energy. When combined with properly holding the rifle and leaning into it a great deal of recoil can be reduced. I think theres a video of Bigdaddy shooting a full auto somethinorother in .308... somewhere :lol:
Anyway my point is that beyond that even things like a persons weight, the weight of the gun, barrel length, bullet weight. can also effect felt recoil. That being said I think simplicity is the better option and staying away from "artificial" effects on weapon accuracy is best. As long as each round fired produces appropriate muzzle rise and deviation it should all work itself out :) Its unfortunate that mouses dont come with rumble packs (brilliant!)..

What I dont want to see though is a system that has (to use an arbitrary example) an FAL producing 34.456 units of recoil and a G3 34.200, thereby making the G3 EVERYBODIES weapon of choice due to some speculative, calculated numerical advantage, thus relegating the FAL to disuse. kinda a silly example but i think yall know what i mean.
In that case shoulda just made all .308 rifles with similar weight and w/o muzzle breaks have identical recoil, before ammo type and anything else is tossed into the mix. KISS :mrgreen:

When i see the ghost recon system i see a high tech arcade game thats trying to be like Forza or something. Its all arbitrary I feel. Badass? Very but its for a different game i feel. i love ghost recon but its too "third personey" to be a true sim like they want it to. The guts of a gun arent going to give some "bonus" in a firefight, Alliance's focus is on 90+ years worth of firearms technology I think its best to stay focused on hand crafting each and every one to perfection Before diddle daddling in custom gas systems match grade triggers and aftermarket stocks. imho

oh, ump > mp5 b/c 9mm < .45 :mrgreen:

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PostPosted: Sat Aug 25, 2012 10:20 am 
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Spiffinz wrote:
#//neostyles.CD wrote:
I think a customization system for alliance should have things like optics, rail systems (being able to choose how many rails you want on your gun), stocks, barrels, silencers, etc. Instead of being able to modify everything down to what the bullet is made out of, i think it would be better to simply give players more options in each department. For example, there are many more optics out there than an aimpoint and an eotech. A quick google reveals dozens of kinds of optics. When was the last time we saw a scope that actually let you adjust the magnification? I would be in favor of seeing things like that.

A shooting range for testing things out would be really neat too.

Quote:
Look at him firing 7.62x51 rnds off like they had the recoil of a .22 ( slight exaggeration warning ). Although I guess that is more of a nitpick with the game itself then with the cool gun modifier.

Recoil is kind of a tricky subject in itself, I would argue. On the one hand, a game has no way of recreating the feeling of a gun shaking in your hands. All that it can do is approximate it. On the flipside, I think games do have a tendency to undersell the recoil. More recoil would help to make careful shots more important.


Recoil is a very relative thing. Felt recoil will pretty much always be greater when fired from a shooting bench due to the energy being transfered directly into your body, which remains in place. If youre standing and shooting offhand or crouched, your torso can pivot with the energy. When combined with properly holding the rifle and leaning into it a great deal of recoil can be reduced. I think theres a video of Bigdaddy shooting a full auto somethinorother in .308... somewhere :lol:
Anyway my point is that beyond that even things like a persons weight, the weight of the gun, barrel length, bullet weight. can also effect felt recoil. That being said I think simplicity is the better option and staying away from "artificial" effects on weapon accuracy is best. As long as each round fired produces appropriate muzzle rise and deviation it should all work itself out :) Its unfortunate that mouses dont come with rumble packs (brilliant!)..

What I dont want to see though is a system that has (to use an arbitrary example) an FAL producing 34.456 units of recoil and a G3 34.200, thereby making the G3 EVERYBODIES weapon of choice due to some speculative, calculated numerical advantage, thus relegating the FAL to disuse. kinda a silly example but i think yall know what i mean.
In that case shoulda just made all .308 rifles with similar weight and w/o muzzle breaks have identical recoil, before ammo type and anything else is tossed into the mix. KISS :mrgreen:

When i see the ghost recon system i see a high tech arcade game thats trying to be like Forza or something. Its all arbitrary I feel. Badass? Very but its for a different game i feel. i love ghost recon but its too "third personey" to be a true sim like they want it to. The guts of a gun arent going to give some "bonus" in a firefight, Alliance's focus is on 90+ years worth of firearms technology I think its best to stay focused on hand crafting each and every one to perfection Before diddle daddling in custom gas systems match grade triggers and aftermarket stocks. imho

oh, ump > mp5 b/c 9mm < .45 :mrgreen:


Ghost Recon was a pretty good game, BUT as said before the "add-on" for the weapons is pointless except for a few. Being able to change the gas system etc makes no sense at all. As, before it's just "fluff" or to make you seem badass. Good game, cool concept, but just doesn't really work or make sense. Recoil is hard to explain or really duplicate unless you've really put some rounds down range to know. Anything in .556 is pretty much a pea shooter (m4 etc) larger rounds mean more recoil due to more energy like spiff has explained. If you know the correct stance and know what to expect the recoil from a .308 or 7.62x39 isn't going to effect you in the least bit. If you're knew to firearms ...you'll be put on your ass or rounds will be fired in the air lol.

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PostPosted: Fri Sep 07, 2012 7:32 pm 
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This game was not good.

Shame.

Remember when Clancy on a box was something to look forward too?

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