making shell shock more incapacitating and dramatic -1 reply

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katzinski_0

harsh critic out of love.

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2nd September 2005

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#1 11 years ago

one of the things i like about PRMM's near-death shell shock was how incapacitating it was.. it REALLY forced you to get help because if you didn't you couldn't do much of anything sucessfully. however, i don't think the "wavy lines/drug trip effect" was a good approach.. now i think there needs to be two shellshock effects coded in FH2 because of how when bullets are hitting close by your vision blurs.. encouraging you to take cover.. that works.. i think that should stay.. but i'm talking about when an artillery shell hits 10 paces to your right. for incapacitation.. i see FH2's shell shock effect as this: "the moment you are hit, your vision goes black and your hearing is muted (maybe severely muffled).. you can hear distinctly the hi-pitch of your ears ringing..after a moment your vision comes back but everything is bright and high contrast.. so much that YOU CANNOT SEE MORE THAT 5 FT IN FRONT OF YOU. beyond that it fades to white (so the view distance has been changed. eventually you're hearing comes back and your view distance returns to normal." to illustrate the high-contrast effect, though this does not illustrate the lack of view distance, you shouldn't be able to make out anything beyond the apc or the tree line. abd.jpg i don't know.. i just don't think bf2's shellshock effect will really work with FH2. FH2 strives to bring out the intensity of warfare.. and i think these visual concept will help pull that out.. even if it is slightly dramatic.. limiting view distance in near-death experiences could be FH2's unique way of constructive organized gameplay.

developer feedback would be greatly encouraged!




Rumpullpus

GF makes me horny

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26th January 2007

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#2 11 years ago

i think the muteing and the high contrast and bluring is a good idea but i dont think shell shock should make it so you cant see anything for any amount of time.




Unkn0wn

Rommel's sidekick.

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18th August 2006

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#3 11 years ago

True what the above said, since if you played BF2 you know that you get shell shocked REAL EASILY, I just hated it when grenades or tanks shells go off right next to you and you go all blurry. It's horrible for low end systems and not realistic at all.

So aside from going blind, you got some pretty good ideas.




LIGHTNING [NL]

FH2 Developer

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30th May 2003

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#4 11 years ago
RataMarsupial

Waiting for FH2 quietly

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20th December 2006

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#5 11 years ago
'LIGHTNING [NL;3538816']http://dictionary.reference.com/browse/shell%20shock ;)

The one who posted just was giving an idea: We arenĀ“t all like devs :)




Cyber-Couch

Slightly cooler than a n00b

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29th February 2004

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#6 11 years ago

Don't reference anything from PRMM. Most people here have made it pretty clear that this is FH2, not PR, not close. ;)




Meadow

You might very well think that

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21st February 2004

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#7 11 years ago

What are you talking about? Both mods are aiming for realism to some degree, admittedly PRM more than FH2, but PRM has some nice realistic features that would be compatible with FH2's apparent 'fun first' gameplay.




Lobo

All your base are belong to FH

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27th April 2003

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#8 11 years ago

How you know PR is more realistic than FH2?




Moose12

I am also [130.Pz]Gef.Elche Pz

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6th December 2005

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#9 11 years ago
Lobo;3540290How you know PR is more realistic than FH2?

If you have 30 second spawn timer, I swear to god....




Lobo

All your base are belong to FH

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27th April 2003

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#10 11 years ago

No, we haven't, what does spawn time in a discussion about realism?




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