DoctorGOGgles: That's what I wanted to see :)
Pledged 50$. I hope I can double that later, but I'm already a bit over my gaming budget right now ...
Thanks, man. We appreciate it. :)
xyem: I just watched the video again and it reminded me of something I wanted to ask.
In the game, if you walk up next to a wall or something, you "put down" your weapon. I guarantee that this (as shown in the video) will be extremely annoying during actual game-play.
Yes, in real life you can't put a gun through a wall, but you also wouldn't put your gun down like that in real life either. You'd have the awareness of where the wall is, where you are and where the gun is to avoid it.
During gameplay, it will feel like you are "randomly" putting your gun down as you creep around a doorway (and then promptly get shot before you bring your gun back up).
Any chance this can be made optional, removed or are there plans to modify it so it is easier to avoid doing? During the video, I had no idea when it was about to happen (especially with the table).
The system isn't finished yet, and the automatic lowering was put there as our SF contributors wanted us to try and model things that are "second nature" to them. The collision detection is still being worked on, and we will offer another method for lowering your weapon.
All of this stuff is being prototyped, and nothing that we've shown is even remotely final.
xyem: I just watched the video again and it reminded me of something I wanted to ask.
In the game, if you walk up next to a wall or something, you "put down" your weapon. I guarantee that this (as shown in the video) will be extremely annoying during actual game-play.
Yes, in real life you can't put a gun through a wall, but you also wouldn't put your gun down like that in real life either. You'd have the awareness of where the wall is, where you are and where the gun is to avoid it.
During gameplay, it will feel like you are "randomly" putting your gun down as you creep around a doorway (and then promptly get shot before you bring your gun back up).
Any chance this can be made optional, removed or are there plans to modify it so it is easier to avoid doing? During the video, I had no idea when it was about to happen (especially with the table).
PMIK: That's a good point. Some exceptions need to be made to compensate for the lack of situational awareness in navigating the world by a 2d screen.
ARMA2 seems to get this right. When ever I play with a Light machine gun like the M249, it feels a lot more bulky to aim and move with. I'm not sure exactly how they do this though.
ArmA does this by increasing "mouse drag". It's done to simulate the heft and bulkiness of the larger weapons.
Unfortunately, they also have incorrect weapon posturing, which means that most large weapons, or scoped weapons take up 3/4 of your screen view, at all time.
I like the idea of mouse acceleration differing between certain weapons to some degree, and we'll experiment with this stuff until we feel it is correct. We are attempting to model fatigue to some degree, so that you cannot deploy something like an LMG as you would an assault rifle. With an LMG, you tend to "swing" when readjusting, whereas a lighter rifle, you tend to "snap".
Have you ever tried standing and firing a heavy "battle rifle" like an FN FAL? Imagine how difficult it is to carry around a support weapon!
There's a reason that these polymer-framed weapons are being developed; weapon and gear weight is a huge issue for many infantrymen.