Posted 17 May 2015 - 07:16 AM
Hello, I'm new here but I've been following the project since a while and I just joined the forum to give some ideas before I forget. These ideas are mostly focused to give on realism on different spectres, but I try to post the ones that seem dynamic and creative.
So, following this topic I suggest to check out the variations of the injure/death moans. I've noticed in most FPS that when being hit the character shouts almost random moans, even when its shot in the head. So distinct moans and screams should variate on the gravity of the hit, and it shouldn't scream when getting instantly killed by bullets or explosions. Just mentioning these I think that body dysmorph like when being shot with an MG and high caliber guns (it literallly breaks bones), face mutilated by a near explosion and blood covering the body are really important to enchance realism.
Another thing I noticed was that games make no difference on the capabilities of the player after being hit but still living with injuries. I explain: I get shot in the foot but I'm still alive because i covered the injury and cut the bleeding, but after that I can keep running like nothing happened, same aplies to other injuries like being hit in arms-hands and there's no variation on the player aiming for example. So this is a relevant point to consider and recreate for increasing realism in hardcore-realistic game modes.
I was thinking also about the usage of medics, this is very controversial and even I find this idea too far or complex for an enjoyable game, but I say a medic that could aid and help soldiers from injuries, managing to cut the bleeding and threat better these injuries than the soldiers alone, but he also could take injuried or already down bodies (even if the player of the found pin down body already respawned after death) and put them behind the lines, this rescue could be rewarded with added reinforcements for a next battle or when playing in "history mode".
That's all I can remember, greetings and I hope to see more news and advances soon, this project looks very, very promising so far. Also apologies for my english, I know it's not the best :]