Oronis

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About Oronis

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    Wannabee
  1. What a cover system can do that a lean system cannot do is simply 1 thing...this 1 thing is why I want a cover system: Surrounding awareness. In real life, you KNOW where the wall ends. Part of your body will be touching that wall. If you want to quickly move from leaning around a wall to behind the wall, you do it. It comes naturally because you KNOW where that wall is. The lean system doesn't do this, the lean system controls character movement on a finer level (upper body movement, limiting exposure). Both should be attainable, and both should do different things. In fact, the way I envision it, the lean system should be heavily utilized to create a fully useful cover system. How I'd envision both systems: Lean: You move your upper body left, right, up, or down. If you make any large movements, you revert to your normal posture. Otherwise, you can use this to lean around objects and get a good firing position while minimizing your visibility. Cover: While holding the cover button, your character will be 'latched' to the object nearest you (if one is available). You can slide around the object, strafing. You can lean around or above the edge of the cover using the lean system. The only difference being your character will quicky pull back into cover once you let go of the lean keys. So you hold your lean keys to keep the peaking, and quickly duck back into safety if needed. No 3rd person, no seeing beyond what your character is exposed to see.
  2. THANK YOU! That's all I've ever wanted. Now, for a bonus, if you could let me test this 'proper cover system' before you toss it out, if you choose to toss it out, I would love you forever. If it's in, then I will wait for the game's release. I just know from my time with R6Vegas that the cover system is the future of FPS gaming. Even if R6Vegas got it wrong on several levels, the idea behind it is what matters. Hopefully you guys can do it right.
  3. Man, I'm starting to hope BFS implements a good cover system JUST to demonstrate to the large portion of people saying 'old school lean' simply because they can't imagine a good cover system, or can't separate the idea of a cover system with 3rd person view, or being able to see from a place you can't be hit. Phil / Fritz Nomad, thanks for trying to rationalize what we both know. To those that don't know, R6Vegas has a cover system that isn't perfect. It has many flaws, but those flaws aren't in the concept of a cover system, those flaws are in the implementation the devs chose. Cover system =/= 3rd person camera Cover system =/= ability to see enemy while immune to attack Cover system = system where you can lean against or latch on to objects to simulate body awareness and positioning. That is all it means. And I want a cover system in my tactical FPSers. That's how I play paintball and airsoft -- I know my surroundings and use objects to my advantage. If I'm using a tree for cover, I put my shoulder to the tree. I know the tree is there because I feel it. That's all I'm looking for in a cover system. I'm not looking for the ability to look around the tree with my magic eye, I just want to know the tree is there, and that my character is leaning against it like I would.
  4. Your post confuses me...you say that you want the old school lean function, then go in to describe my ideal cover system, which is a COVER SYSTEM. So which one are you for?
  5. I didn't play much RvS so I don't recall what you are talking about, but several games have some form of programming to compensate for lag. In R6Vegas, you don't see the effects of your bullet til they register on the server. So if you shoot glass, the glass won't break until it registers with the server. In BF2, I think there's a value thats specifically for adjusting for your lag. There's another game where you wouldn't see blood until your shots registered, so if you shot a guy in the head and didn't see blood, you just lagged. I definitely hope this game accomodates the lag factor though. It gets frustrating quick when it does not.
  6. Interesting...whenever I get in the discussion of scaling your character in a FPS, people are always talking about making a pigmy with the smallest hitbox possible. But I guess there are advantages to being tall too!
  7. Ok, maybe I'm not such a stickler for the exact details of what I'm talking about. I put my shoulder against cover ALL THE TIME. Also, my body position is more facing away from my enemy than facing towards the enemy. This is partially because I have a big gun in front of me, and for me to face the wall, or perpendicular to the wall, would mean my gun barrel is scraping the wall. To me, that's putting my back against the wall. It gives me a good sense of where the wall is that's helping me not be shot, and it gives me stability when i peak over or around the cover, helping snipe. That, to me, is how a cover system should work. If the anti-cover system people could get over the 3rd person camera, and the literal '100% of your back against the wall' thing, I think we could actually discuss how building a cover system could help gaming out.
  8. I like ragdoll simply because every once in a while, after dying, if my body flies and falls funny, at least I'm laughing instead of ###### that I let myself get killed.
  9. Unfortunately from my experience, this great community is only temporary. At the very beginning of a game's life, the people that come out and bother to talk are the ones that want to see the game succeed. When it gets closer to the game's launch, or after launch, that's when all the haters and idiots come out to talk trash. I've seen it several times, so enjoy this community while it lasts! But...BFS is taking an active role in their community, so maybe this time will be different.
  10. What I'd like to see is a combination of R6Vegas, and games that offered little to no choice like OGR. I propose that you can customize your outfit, but are given a color overlay to match your team. For instance, Team 1 gets a midnight blue overlay, and Team 2 gets an olive drab overlay. Or, you can customize 2 characters, one being Alpha (good guys in swat-type outfits) and the second being Bravo (terrorist/bad guy in thug/street outfits). Either way, I love char customization and idividualization, but recognize the need for a common, visually obvious thread to connect each team together.
  11. Campers should be beat with tools and the entry teams disposal ...not map design. I agree. Tools should be given to the players to explore the whole map, this way, maps don't need to be designed for balance. If there's a good camping spot, maybe the other player can climb up (or down) to flank him, or maybe drop a C4 charge on the wall and make a new doorway behind the camper.
  12. Sorry, but I think your forfeit your opinion if you aren't even making educated statements. I am always confused by how people can stand on their convictions without even knowing about what they preach against. 1) Go try it. Or if you really don't have access to say, R6Vegas, I can youtube a video of gameplay. 2) No where ever does a cover system imply that you are 100% immune to all damage, and are not exposed in any way. People can and do pick people off from in cover mode all the time in R6Vegas. Sure there are spots that you can hide in and not be seen at all from the direction you are looking, but that doesn't mean all cover systems everywhere ever have to be that way. Sorry I don't forfeit my opinion and that is just my opinion and I have seen enough videos but why should I go load up a game that lost most of what the old school players wanted to check the new features out? If things are not implemented into a game in a realistic way then they simple become "gimmicks" and that is my opinion so on that we are going to have to agree to disagree.... Again, where, ever, did any of us that want a cover system say that it has to be implemented in an unrealistic way? You are being very close minded about this. You refuse to try it before knocking it, and you insist that it can't be done realistically because it hasn't been done realistically in the past. For reference, I'm an original Ghost Recon fan. That's my favorite FPS of all time. It was the first game I'd ever bothered finding an online clan for, and we ran things as realistic as possible (including my favorite teamspeak phrase "the dead don't speak"). That said, I have little problem with how R6Vegas did the cover system, and I think that using it as an example, a good dev team can design an even more realistic version.
  13. Sorry, but I think your forfeit your opinion if you aren't even making educated statements. I am always confused by how people can stand on their convictions without even knowing about what they preach against. 1) Go try it. Or if you really don't have access to say, R6Vegas, I can youtube a video of gameplay. 2) No where ever does a cover system imply that you are 100% immune to all damage, and are not exposed in any way. People can and do pick people off from in cover mode all the time in R6Vegas. Sure there are spots that you can hide in and not be seen at all from the direction you are looking, but that doesn't mean all cover systems everywhere ever have to be that way.
  14. I'm confused to why the first choice was even placed there in the first place? Why do we keep bring up the console crap or things that were done for that market when the simple fact is we want to return back to the grass roots of what made OGR great but with the improvements........ Have you tried it? I was very skeptical at first myself, but I ended up loving it. I think the cover system is the future for tactical style games and it will just come down on how to implement it in future releases. I agree 100%. I'm not married to how R6Vegas did the cover system, nor am I married to the idea of the cover system being 3rd person view, but I do think cover systems are progress over lean systems. Also, go back and play CoD2 and you can notice that the NPC's use a cover system even though you aren't. It's interesting to see it that old. Just because it's in consoles does not make it non-tactical.
  15. a combination of the GR and R6 styles of gameplay.... this just gets better and better. ...a yin to your yang, so to say. (sorry, I had to)