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RUNNING WITH RIFLES Multiplayer

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PostPosted: Sun Nov 11, 2018 5:03 pm 
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Joined: Sun Nov 11, 2018 4:52 pm
Posts: 14
pasik wrote:
joneau wrote:
pasik wrote:

When they are alert, they see 360 degrees.


.............you serious?


Yup. If they didn't, you could be shooting at them from behind and they would never realize to get to cover from your bullets. Their sight FOV also works for hearing.


You should simply get the shot bot to just turn around and scan for the shooter, rather than give the bot 360 degrees FoV. In doing the 360 FoV, you're sabotaging your own ability to give the player FoV fun. So, am I right to assume that FoV only affects players and not bots? If so, "Veteran" difficulty is actually broken.

pasik wrote:
It has been considered that it would be visualized, but it is a tough one to crack. The almost accurate variation is that all bots would work as shadow casting point lights, so you'd see additional visualized shadows cast by anything that occludes their sight. Too bad that makes a huge performance hit, having to render all the close by objects * nearby bot count to a shadow texture.


Just show the FoV overlay for a single bot, and only when the player's crosshairs is on the bot. That would simulate a real soldier actually looking at an enemy soldier to determine which sector that enemy is scanning.

pasik wrote:
Another approach is to add icons and timers and whatnot animation on the bots to indicate how close they are to spotting you, but it feels a bit cheap as an idea, and not sure if it can be well made as the "closeness to spot" can change very quickly; now they see you now they don't.


Yup, you're right. Won't work. And you also can't change the "turn around too quickly" mechanism. The player's mouse can insta-look in any direction too. You'll break the game if you make the bots turn more slowly.

pasik wrote:
Instead, I'd work on making it more possible to survive a failed stealth attempt by fleeing and keep stealth more feel based as it is. If you'd survive the fails more, you'd learn the feel quicker.


Did you? Exactly how does the player flee a failed stealth attempt? I tried running away with a riot shield, works. But the enemy has 360 vision and never loses sight of me.


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PostPosted: Sat Dec 15, 2018 2:27 pm 
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Joined: Fri Dec 14, 2018 12:31 pm
Posts: 5
Showing the FOV of an enemy soldier you're looking at makes sense, it could be an interesting gameplay mechanic!

Plus, regarding the 360 degree FOV of an alert guy, you know what would be cool? Having alert soldiers have a short-ranged FOV behind them. As in, they'd be able to spot the player's soldier as far as the eye can see in front of them, but would only be able to spot them from 15 meters away if coming from the back (ie, spotting the soldier by the noise he makes).
And it makes sense to have enemy soldiers under fire with no idea of how and where to get into cover in some contexts. For example, IRL, if you're shot at by a sniper from far away or with a suppressed weapon, you don't really know where it's coming from and that's what's more dangerous; that was one of the main issues for UN soldiers in Sarajevo and for both Russians and Chechens in Grozny, for example.


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PostPosted: Wed Jan 23, 2019 12:10 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
To get your placebos really running, you guys realize the original discussion happened in 2014?

I did the maths on the latest values that have been in since 2016, possibly earlier. For AI to pick enemies while fighting they are:
Daytime:
Low sector 230 degrees
High sector 308 degrees

Night time:
Low sector 160 degrees
High sector 230 degrees

Low sector is applied against characters that have low detectability; lowest you can get in vanilla happens by being prone and wearing the ghillie suit.
High sector is applied against characters with high detectability: running state + no ghillie suit.
Different stances and various vests get you somewhere between low and high sector.

When not alert and monitoring for enemies, the sectors are reduced by about 10 degrees.

In addition to the sector, the sight range works in much similar way.


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PostPosted: Mon Feb 18, 2019 2:58 pm 
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Joined: Sat Feb 16, 2019 10:04 am
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Is there a reason for the sectors to be reduced when they're not alert and monitoring for enemies btw?


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