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PostPosted: Mon Jul 03, 2006 11:46 am 
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An "idle" animation.

Rather like Duke Nukem, where you start cracking your knuckles and asking yourself if you are a camper over the loud speakers.


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PostPosted: Mon Jul 03, 2006 11:46 am 
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i have a few ideas of my own that i really would like to share

KaiserSoze talked about some injuries killing you slowly. I think it would be really cool if you could have something like that so that you can have a last shot when you are dying of severe injuries. It could bring some drama to the game Imagine: Your shot down. Slowly bleeding to death. The enemy has already left you for dead and is walking away. The basterd. Your gun is lying next to you. one bullet left. shame to die with a bullet left. You raise your gun to the back of the enemy who is walking away. If i die you die, you think if you take your last breath and with the last of your strengt you pull the trigger. That would be cool

Enough about drama, what about teamplay. No game has succesfuly established a game where you didnt have to join a clan not to be surrounded by idiots that didnt work to gether. BF2 was wel on its way in solving this with the commander and squad system plus the voip. It would be handy if the tactics could begin before the game however. What if the leader of each team could give a plan to his teammembers. This plan could be made beforehand and give instructions to the team on how tocommunicate, where to go, what not to do and so on and it includes a map of the area including arrows and dots and whatever the teamleader wants. Then he can assign each member with a task when the game is still waiting o begin and the mission will start of with a wel organised plan. This is optional ofcourse since not everybody would want to take this time. I would find it very handy however.

On the radio system. It would be cool if you could talk, shout and talk on the radio so that your team but also possibly your enemys could hear you. Talking and talking on the radio can be heared by everybody in your close surroundings and shouting in a larger area. This was already sugested and i find it very cool. A cool gameplay element would be if you could steal enemy radios. This would mean that you could listen in on there tactics and anticipate there attacks. It would bring a whole new intelligents ellement in the game. This to would be optional for servers of course. A cool extra would be the ability to intimidate the enemy by speaking on there radio and saying things like: im sorry, *** cant come to the phone right now, if you want to leave a message contact your local psychic or wait for us to set you up for a meating, and mean stuff like that. You would lose your radio if you die.


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PostPosted: Mon Jul 03, 2006 4:19 pm 
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I think my suggestions might seem a little awkward because they are very specific weapon related from first/second hand knowledge that 99% of the time are not done correctly in games, and i'd love to help you guys out to make the weapons behave like they do in real life, and alot of times these little pecularities aren't something you'd notice if you just rented the gun once or twice.

For example.
Most games i've played misunderstand how the burst setting in a firearm behaves. Usually the game Devs set the controls so that if you click the mouse the weapon automatically fires the complete burst. That's not how the trigger on the gun works though. You have to pull and hold the trigger through the whole cycle. Think of it as full auto.. except that the cycle stops (usually on the 3rd round). It's quite possible to fire off only 1 or 2 rounds from a burst setting if your light on the trigger. Which brings me to my first "weapon oddity" tid bit.

The M16 family (as far as i know this pertains to all burst fire M16 and clones) has a unique burst cycle. In all other burst fire weapons that i know of, the burst cycle resets when you let go of the trigger. In practice this means that if you only fire 2 of the 3 shots in the burst it wont effect the next burst. This IS NOT the case with the M16. The fire cycle only resets after the 3rd shot. This profoundly effects how the weapon functions in practice because if your really light on the trigger and fire only 1 shot.. the next time you pull the trigger... no matter how long you hold it it's only going to dischare the remaing 2 rounds from the cycle. Because of this the M16 can be a little deceptive reguarding how much ammo is left in the gun. Inexperienced shooters may unkowningly only fire off 2 of the 3 round cycle, then note that on the next shot only discharge once... and think that the magazine is empty. :wink:

The short version of my suggestion. Burst fire doesn't automatically fire off 3 shots, you should be able to fire less if you don't hold the trigger (mouse button) for the whole cycle. and - The M16 only resets it's cycle on the 3rd round, not the for each pull of the trigger.


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PostPosted: Tue Jul 04, 2006 5:14 am 
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Damn i forgot one of my most important suggestions.
I have heard that this game wants to give players the option to choosefor either arcade or realistic combat situations. In multyplayer the option to hide the scoremessages or whatever they are called,( the messages like: john killed mark M16) and the option to block chat and voip for 30 sec after getting killed or until respawn. This means that players wil not always immidiatly notice that htere teammates are dead or what has happend to them which will create a realistic combat situation of uncertanty and confusion .


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PostPosted: Wed Jul 05, 2006 3:24 pm 
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*rests eyes from reading all the suggestions*

I dont think that I can describe what Im trying to say very well, so bear with me plz

I think that if the player would be able to filter the kinds of servers that show up on the browser would be very cool, but not just the stantard, ping,map,players,etc.. type thing. I think that there should be options in the filters that show or dont show, game types like "rifles vs m4's", or "navy seals with m1 garands vs russian infrantry with mp5s"

I guess what Im trying to say is that there should be different catagories for a server, beyond just game type. For example, a server could be a TDM gametype, but with one of the situations that I described above. And there should be a way to see what the situation is, so someone wont join a server, only to figure out its a situation that they dont really want to play, so then they disconnect and have to pick another. I think it would save some time for people to find a server that that want to play, and keep people from being frustrated because it took them 5 tries to find a server they like. -Hope yall get what Im trying to say.
_____________________________________________________________

k, heres another. I hope that there will be visible weapon movement in the game, I dont want it to be like in CSS where your gun sits perfectly still and yet, when you fire, the bullets hit in different places, like they would if the gun was moving. Please dont have a retarted "cone of fire" system in the game, I think that the bullets that you shoot should go where the gun is visibly moving and pointing, not in some random spot inside an imaginary cone, where the size is determined by the length of time the gun was firing, and then takes several seconds to "close".


Ohh, and thanks for paying attention to the communitie's ideas and sugestions guys :)


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PostPosted: Wed Jul 05, 2006 9:50 pm 
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Hire more people to work on the game! :P

Now, about the game itself.

Don't make the game so realistic that one hit anywhere on your body kills you. 3-6 depending on the body part would work.

Restrict the amount of grenades people get! It gets really annoying when you walk up to someone and they throw grenades at you at point blank range to kill you (for the folks at home, remember, it's a first person SHOOTER, not a first person nade spammer).

Allow realism settings to be changed separately, rather than arcade- moderate- real setting system. Turning off stuff like ammo counter and map but leaving on crosshairs would add realism while keeping the game fun.

Reward people who use good tactics and punish people who use standard video game techniques (bunny- hopping, nade- spamming, etc.). It gets really annoying when a firefight turns into a full scale arty bombardment because of everyone using grenades.

PLEASE make levels more open ended than most other games make them. It really sucks when the game autosaves you at a narrow corridor with little cover while a tank fires on you at the other end.

Also, it would be cool to add inthe supported-unsupported thing like they hve in America's Army. It would mke bipods more functional.

Rant Off.

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Last edited by car2nage on Thu Jul 06, 2006 10:36 am, edited 1 time in total.

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PostPosted: Wed Jul 05, 2006 11:35 pm 
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Anyone here a fan of the show "Myth Busters"? I just recently saw a very intresting one dealing with the urban myth: In the movies the good guy always jumps under water for safety from enemy gunfire, how realistic is this?

They did the testing using a number of small arms, against ballistic gel and at varing depths in a swiming pool and results were very surprising, but logical.

Of the weapons used. 9mm handgun (apeard to be a sig compact) a 12 gauge shotgun loaded with slugs, an M16 loaded with FMJ, a M1 Garand fring a FMJ, and a .50BMG sniper rifle which do you think actually had the best performance?

To be honst i had my money on the .50 cal... but it turned out that only the 9mm and the shotgun were able to deal with the water at all. Even at only a depth of an amazing 2 or 3 feet of water every high velocity round broke apart at the impact of hitting the water and resulting shrapnal couldn't even penetrate the soft gel. My jaw hit the ground because while i expected this from the .223 round which is famous for breaking apart i couldn't believe the .50 cal had failed me. The faster the bullet the weaker it performed.

This totally makes me rethink the current penetration and damage models for high velocity ammo/weapons used at close ranges in games. Traditional thinking would suggest that the closer you are to something the better the penatration of that round, but this new and old evidence would contradict that. Now it looks like charts like this

Image

Will be needed to find where the "effective" range for a certain ammo starts because if a bullet hits a material too fast it breaks up and looses all of it's energy.


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PostPosted: Thu Jul 06, 2006 12:13 am 
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well cops have used water tanks for ballistic testing for years well for handguns anyway i've never thought that was a myth


water slows a bullet down drasticly and the faster the bullet is moving the more it gets hit by this slow down thats why you see that .50 cal shread like that



the worlds best and cheapest bullet stops are dirt and water


and oh yeah thats a rather old mythbuster episode

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PostPosted: Thu Jul 06, 2006 8:02 pm 
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Jumping in a FPS is usually intended as a way to allow the player to get over obsticals, or in general just get to places, but in MP is always always used as a way of avoiding gunfire... and it ruins any game that tries to be realistic.

The way i see it you have two or three options.

1. No Jumping
2. Replace jumping with climbing or scaling (COD2 has something like this)
3. Motion cap or realistically animate someone jumping while carring a typical load of military gear. lol.


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PostPosted: Thu Jul 06, 2006 8:04 pm 
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Keep in mind that they were shooting at an angle into that pool, and that drastically affected how the bullet preformed.

They did another test on a dfferent episode, where they shot at some ballistic jell underwater, with the gun underwater to, but the gun wasnt at an angle, so the bullet penetrated into the gel.


Heh, I loved the look on Jamies face when he shot the .50 cal :lol:


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PostPosted: Thu Jul 06, 2006 8:19 pm 
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It's one thing to shoot into water it's another to shoot in water. Is long as the gun is full of water the bullet doesn't get the shock it does entering the water from the air.


that angle is basicly the most likly angle you will ever be shot at under water yes a bullet will go further being fired straight down but thats just basic physics at work


another thing if you don't take the time to fill the chamber with water when firing underwater your gun will blow up

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PostPosted: Fri Jul 07, 2006 4:49 pm 
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Hmm.. very good points, didnt think of em.

I think were off topic though :?


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PostPosted: Sun Jul 09, 2006 12:45 am 
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Random idea, no clue if this has been covered already:


In the WarStudio have the capability to save "loadouts" so someone can pick their favorite setup and not have to set it up part by part every time they load up the game. If this could be expanded in multiplayer, for say, NPCs, that could be really cool. Being able to save the specific loadout for a Korean Commie Soldier, for instance, and load up the bad guys with that gear later by just clicking a file later you saved as "Korean War Commie" or "Russian WW1 Conscript" or whatever could really speed up the setting up of MP servers. Maybe have a list of "standard" ones to preloaded when the game ships? "WW2 German Rifleman," "US Seal 1984," etc.

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PostPosted: Sun Jul 09, 2006 3:03 pm 
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Quote:
In the WarStudio have the capability to save "loadouts" so someone can pick their favorite setup and not have to set it up part by part every time they load up the game. If this could be expanded in multiplayer, for say, NPCs, that could be really cool. Being able to save the specific loadout for a Korean Commie Soldier, for instance, and load up the bad guys with that gear later by just clicking a file later you saved as "Korean War Commie" or "Russian WW1 Conscript" or whatever could really speed up the setting up of MP servers. Maybe have a list of "standard" ones to preloaded when the game ships? "WW2 German Rifleman," "US Seal 1984," etc.

Great idea!

Here are some more sugestions :
General
1) I like the above idea of realistically calculating bullet velocity thorugh water.

2) In the War Studio, a character model (or diagram) to convey our currently configured load out with weapons, equipment, and weapon attachments.

3) Weapon attachemtns should be counted as alt fires.

4) Melee attack with the butt of your gun.

5) Some new wapons like the FN2000 provide scopes which are a bit more advanced than traditional telescopic sights. They are computerized and interactive. It would benice to see some such scopes make it into Alliance.

6) The ability to change firing rate.

7) Don't over-do recoil. The spread should just increse slightly the longer you fire and that should be it. DOn't do muzzle climb.

8) Different stances, which affect recoil and accuracy.

9) Blood that runs down the walls. :twisted:

10) Motion blur when hit.

11) Crosshair expands to show changes in accuracy.


Multiplayer
1)All the standard game modes, like DM, TDM,CTF, etc.

2) A mode where you have to protect your base form the enemy.

3) Object driven modes.

4) Voting options.


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PostPosted: Tue Jul 11, 2006 12:45 am 
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I mentioned the effects of water on modern high velocity ammo not because i was suggesting that shooting in water be simulated correctly, but rather that shooting into people be done correctly. The human body is something like 90% water.

being able to create a list of quickly useable custom loadouts is a great idea. Alliance really does seem to be the gran turismo of shooters and as a result i think taking note of "what works" in the simulator genre is the best place to start. I think one possible avenue that hasn't been looked at for this type of game might be the inclusion of a personal armory. Not just the warstudio. The warstudio works alot like gran turismo's arcade mode. You get a list of nearly all the cars/guns in the game and you can just pick whatever you want, and have fun. This is a great concept but GT's "garage" goes one step further by emotionaly drawing the player in by providing not just A weapon, but a place to store their own personal collection of unique, tweeked, variations. The whole idea is to make the player feel emotionally connected to the items in his collection. Maybe the weapons in the personal collection can be nearly totally adjustable just as GT's cars can. This was sorta done in the latest hitman game, but that was a tolken force to what could be done at a simulation level. Ammo types, longer or shorter barrles, high capacity mags, reduced trigger weight and pull, stocks, grips, sights, optics, default rangeing, altered rate of fire. You could even track it's statistics like how many kills with this gun, how much ammo you put through it(this type of statistic would be helpfull for determing when a weapon might need to be cleaned if modders wanted to add that later) The list is nearly as wide as you can imagine it to be.


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PostPosted: Tue Jul 11, 2006 2:08 am 
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DEFkon wrote:
I mentioned the effects of water on modern high velocity ammo not because i was suggesting that shooting in water be simulated correctly, but rather that shooting into people be done correctly. The human body is something like 90% water.


i think it's more like 75% and i'm with you on this but if you really wanna go about that you'll have to take into count the empty cavitys in the human body as well

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PostPosted: Tue Jul 11, 2006 9:54 am 
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DEFkon wrote:
The warstudio works alot like gran turismo's arcade mode. You get a list of nearly all the cars/guns in the game and you can just pick whatever you want, and have fun.


Not quite actually. All the weapons are only available (if the server allows them all) in multiplayer. In singleplayer, the WarStudio actually does work like the garage, as you have to earn/find/purchase weapons to actually build up your collection. If you want to collect them all, you'll have to play through the campaign more than once.

As such, at any given point in time, the WarStudio is your personal gun locker containing the weapons you've acquired and your personal favorites that you've purchased.


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PostPosted: Tue Jul 11, 2006 7:58 pm 
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Sox34 wrote:
DEFkon wrote:
The warstudio works alot like gran turismo's arcade mode. You get a list of nearly all the cars/guns in the game and you can just pick whatever you want, and have fun.


Not quite actually. All the weapons are only available (if the server allows them all) in multiplayer. In singleplayer, the WarStudio actually does work like the garage, as you have to earn/find/purchase weapons to actually build up your collection. If you want to collect them all, you'll have to play through the campaign more than once.

As such, at any given point in time, the WarStudio is your personal gun locker containing the weapons you've acquired and your personal favorites that you've purchased.
That is awsome. So if you kill someone with a M-14 and and you go up to it, it will appear in the warstudio? Also will there already be a few weapons unlocked without having to find them ingame?

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PostPosted: Tue Jul 11, 2006 10:39 pm 
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As such, at any given point in time, the WarStudio is your personal gun locker containing the weapons you've acquired and your personal favorites that you've purchased.


Purchased? looks like that PSG-1 is going to break the bank then.. Just kidding. I'm sure this hasn't been worked out yet since it's kinda complicated, but do you have any hints on how the money situation is going to be handled, or how the pricing structure is going to happen? I've always found pricing structures in games to be very hard to digest because usually 1 of 2 things happens.

1. The prices are complete BS compared to what i would see if i went to purchase it myself. Usually you see more powerfull weapons being higher up on the price scale and weaker weapons on the cheap side. I wish it worked that way in real life. lol.

or.

2. My character's financial situation is totally unbelieveable. (hitman is a prime example of this. " Your telling me that i'm THE BEST assasin in the world working for some massive international organization, and i've got some super fancy laptop ($2000-$3000), The only driving force in my life is being a professional hitman and yet somehow the budget for the tools of the trade isn't even large enough to afford a shotgun?!?! ($300?) What is 47 droping a couple of grand each night on stripers and booze as downtime?!?!? and then to add insult to injury over this accounting error large enough for a jumbo jet to fly through the very first level includes a section where you walk past a table that has stacks of $100 dollar bills... and you can't take them. I'm gamer, which means i enjoy indulging in fantasy worlds, but sometimes i'm asked to suspend my disbelief a little bit too much.


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PostPosted: Wed Jul 12, 2006 9:49 am 
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We haven't finalized the of the numbers of course, but you'll probably be able to purchase somewhere between 2-6 weapons after every level (depending on how well you did). We really will not be stingy with the economy, otherwise it would take WAY to long to build up any kind of collection.

Though yes, the PSG-1 will NOT be cheap.

AeroCmdr wrote:
That is awsome. So if you kill someone with a M-14 and and you go up to it, it will appear in the warstudio? Also will there already be a few weapons unlocked without having to find them ingame?


You'll have to pick it up and keep it to add it to your collection.


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