RNG damage in FPS games
Do you know of any FPS games where weapons deal RNG damage within certain brackets, which is typical for old school games - such as classic RPG like Fallouts and even some old times RTS such as Warcraft2 - thus confrontation of two same type units attacking simultaneously, same armed, could end up with one of them victorious. In FPS it is less than that mathematical kind of advantage but still curious how would RNG damage do in this genre, for example, shotgun: damage from X to X+10, plus area modifier.
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✪ EAGLE ヅ původně napsal:
:/
Technically this is not a post.
The Consumerist původně napsal:
ⓥenom Ⓢnake 🐍 původně napsal:
Dunno.

I like actual realism with my shooters, and outside of extreme range where drop off becomes an issue, there is no such thing as a range damage bracket.
Realism, in nowadays games? I would argue what is closer to "realism" from the proposed options. Saw that movie where a guy dies to to handshot or legshot - arterie damaged - while other guy takes in nine bullets and ravages on? Adrenaline, yeah, but when major organs are damaged, adrenaline will insuffice. This is why RNG, I say.
Actually, I have seen people die from less, and people survive more. Gunshots, unless they hit something critical (heart, lungs, brain, liver) are actually rarely fatal with rapid medical assistnce of even a basic nature. You were discussing damage range changes, and so am I. there would be almost no change until extreme ranges. You cn just as easily swiss cheese someone at 10 meters as 200, depending on your shooting ability.

I personally would love to see more realistic ranges, like they do in Operation Flashpoint. Guns are long range weapons. I would like them to feel that way. Especially in regards to shotguns. They are not inaccurate past 10 meters. They are hunting weapons, and are capable of accurate grouping at 75 meters with standard 00, 100 meters with slugs, and even up to 200 with military SABOR shells, which I would assume my generic military dude would have access to.



Radene původně napsal:

How about not "random" random, but taking into account the fact that the faceless mooks you're shooting have different builds, pain tolerances, and so on, so the same kind of a bullet wound puts Enemy A out of commission, while Enemy B can still fight?

I mean, it'd be probably hard and unwieldy to code that many variables, so "RNG" is the easier way to do it.

If it wasn't too widely spread out over a range of reactions I would love to see that. Especially with different enemy types, such as civie baddies are more prone to go down from wounds, were as military trained types are more resilliant, and spec ops actually being hard bastards. Especially if you tossed in some kind of morale system, where you can break some drug cartel goons with a few quick bloody kills, yet highly trained GRU soldiers simply keep coming.

You see something kind of halfway similar in MGS5, yet even where it is done well, it still feels unrealistic.
Naposledy upravil Ⓥenom Ⓢnake 🐍; 13. srp. 2017 v 10.24
The case is, the game is a game, there are arbitrary rules. If you want second reality, become a believer. In Doom3, when I used a tweaked shotgun to represent some more "realistic" standards, I started to doubt when it became me primary choice over machinegun, see. Because machinegun came out less efficient weapon compared to shotgun. So I tweaked the shotgun back to a weapon inaccurate after ten steps or something, because it seemed balanced.
The Consumerist původně napsal:
The case is, the game is a game, there are arbitrary rules. If you want second reality, become a believer. In Doom3, when I used a tweaked shotgun to represent some more "realistic" standards, I started to doubt when it became me primary choice over machinegun, see. Because machinegun came out less efficient weapon compared to shotgun. So I tweaked the shotgun back to a weapon inaccurate after ten steps or something, because it seemed balanced.
I never said a "second" life, or demanded perfect realism. I said I would love it if some games offered a more realistic set of firearm rules. Of course a perfectly accurate shotgun doesn't work in Doom, as the game was designed with the shotty as a CQB weapon for point blank blasting demons. Increasing it's range would unbalance the gameplay. Yet I did something similar with R5: Vegas, dropping the damage a bit while dropping the spread to increase effective range, and after some tweeks the shotguns actually became a usable and balanced weapon, especially since the enemy had them too.

Again, I am not saying this for every game, just games where it is appropriate. I like games where accuracy and precision matter. I never liked the arcade style run and gun fests, even when they were all that existed. It's why I was so thrilled when Half Life and the SWAT games came out. That isn't to say I didn't like some of them, just probably not ones you played, like PO'ed, Disruptor, and Killing Time, as they had other mechanics going on that kept me interested past the mindless grab ammo, shoot enemy, run around like a kid on crank.
Naposledy upravil Ⓥenom Ⓢnake 🐍; 13. srp. 2017 v 10.59
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Datum zveřejnění: 13. srp. 2017 v 6.35
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