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Include some SWAT influence, arresting?

Started by krazi, Sep 07 2012 07:09 PM

#21 MassiveAttack

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Posted 12 September 2012 - 02:10 PM

View Postkrazi, on 12 September 2012 - 01:45 PM, said:

Thx Sic-Disaster, you got my point :)
Unfortunatly most of ppl here dont..

But its not the real matter of time and money, because a simple script and a few animations can be build for that in like 1 or 2 days.

I have figured out the name for such mod
The "compassion mod " lol

But like I said in an earlier post - I'm not against it nor for it.  Since I really don't know how the intricacies of its functions and gameplay would work.  
And I don't see such mod being simple if we are going to add the human psyche.  
But such mod would basically test the human psychologically somehow/someway.
I'm more of a shooter anyways.  But a mod may change that....who knows.

But again, such subjects about adding things to games and mods, I will leave it to the professionals.  As I am NOT one of them lol

So I end this post by saying " I don't know anything".  




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#22 BTH

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Posted 12 September 2012 - 02:13 PM

It's not that we don't GET the point, only that we don't SEE the point in it.
I wouldn't do it in real life so no way I would use that feature in a game, nor would I take a prisoner in a game when I can shoot him, which is a faster way to put him out of his misery. It's not a question of not understanding it or not liking it, it is just for a different kind of game.

#23 Kris

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Posted 12 September 2012 - 07:41 PM

View Postkrazi, on 12 September 2012 - 01:45 PM, said:

Thx Sic-Disaster, you got my point Posted Image
Unfortunatly most of ppl here dont..

But its not the real matter of time and money, because a simple script and a few animations can be build for that in like 1 or 2 days.

Animations (at least):
  • Surrender.
  • To knees.
  • Be subdued.
  • Subdue other.
  • Stand up from knees while still cuffed.
  • Free other.
Code (at least):
  • Surrender command.
  • Subdue check/command.
  • Synchronising animations between master & slave over network.
  • Detect if subdued player is being monitored by another player.
  • Allowing for escape chance.
  • Create volumes to act as capture locations.
Additional:
  • Lots of play testing
A simple script and a few animations... ???
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#24 Colin

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Posted 13 September 2012 - 03:49 AM

To be passionate about  an idea is fine and encouraged here, we all have ideas and plans but we have learned over the last few years to talk about them with the utmost respect and understanding of the capabilities of the Developer IE John. He works with what he has to hand, ideas if sensible and work within the Game Engine are taken on board and implemented into the game.

If a reason is given from him that a certain thing cannot or would be unpractical to do then that is the end of the conversation. The Team will always look at suggestions and discuss them but as has been stated before no does mean no.

The members here know what no means and don't push the subject, because if we did we would lose a certain amount of credibility  and next time round when we have a do able idea this could be ignored.

Very often its not what you have to say that is important its how you say it.

Many people here would take we don't get as an insult, many of us just assume you are new and don't know any better, which is where I stand you need to read the forums more thoroughly before making demands from the Dev Team.

There are things in development that are meant to immerse a player more than any other game out there you can see this by reading the current information on the forums.

Forum members here have changed the game and talked with the Team to make these changes happen, just normal forum members like you.

Rethink how you ask and rethink how you reply, then maybe you will be taken more seriously.

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#25 WhiteKnight77

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Posted 13 September 2012 - 04:01 AM

I have been following this game for a very long time. I have interviewed John in the past and have been able to talk with him in ways many gamers wish they could with a developer, as have others here. While there is nothing wrong with wanting something different added to the game, there are certain limitations that said game engine keeps devs from implementing features. There is a lot of features that GB will have that has to be written or coded specifically to work with said engine.

There are some features that will be included with the game and others that, due to the abilities of said engine, will not be able to be included in game. All new features can have a detrimental effect on what is currently in the game or is scheduled to be in game. Other features are best left to modders. Don't get us wrong, we are not saying that surrendering is a bad feature, but for the type of operatives featured in the game, prisoners are the last thing on their minds. The Ground Branch unit is the tip of the spear and will take targets out verses taking them as prisoners. While it has been hinted at the possibility that operatives could interrogate some enemy, it hasn't really been decided if said feature will be included.
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#26 krazi

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Posted 13 September 2012 - 12:50 PM

View PostKris, on 12 September 2012 - 07:41 PM, said:

Animations (at least):
  • Surrender.
  • To knees.
  • Be subdued.
  • Subdue other.
  • Stand up from knees while still cuffed.
  • Free other.
Code (at least):
  • Surrender command.
  • Subdue check/command.
  • Synchronising animations between master & slave over network.
  • Detect if subdued player is being monitored by another player.
  • Allowing for escape chance.
  • Create volumes to act as capture locations.
Additional:
  • Lots of play testing
A simple script and a few animations... ???

Easiest way of useful Animations and scripts:
- surrender (Hands up or on knees and hand behind head)
- handcuffing
- handcuffed position
- uncuffing (not rly needed to be animated actually)
- Done.

When someone is arrested, its about to think how to handle that ingame.
Maybe just let him respawn like a dead guy, just with less respawntime.
His "handcuffed" body can stay a few minutes, just like a dead one, but no real player is in there anymore.
OR he can choose to not respawn yet and stay handcuffed a bit, in hope someone of his team helps him out.

Thats basicly the easiest way i can think about, and wouldnt be a big deal to animate, nor to script.
(i myself did quite a lot of programming and scripting, so i think i know what i am talkin about ;) )

But as i said, if you dont "SEE" the point of it, then not.
Just think bout VOIP in direct way.

#27 Jsonedecker

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Posted 13 September 2012 - 01:25 PM

View Postkrazi, on 13 September 2012 - 12:50 PM, said:

Easiest way of useful Animations and scripts:
- surrender (Hands up or on knees and hand behind head)
- handcuffing
- handcuffed position
- uncuffing (not rly needed to be animated actually)
- Done.

When someone is arrested, its about to think how to handle that ingame.
Maybe just let him respawn like a dead guy, just with less respawntime.
His "handcuffed" body can stay a few minutes, just like a dead one, but no real player is in there anymore.
OR he can choose to not respawn yet and stay handcuffed a bit, in hope someone of his team helps him out.

Thats basicly the easiest way i can think about, and wouldnt be a big deal to animate, nor to script.
(i myself did quite a lot of programming and scripting, so i think i know what i am talkin about Posted Image )


I can't wait to see the surrender mod soon after release of GB then!  :)

#28 DetCord

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Posted 13 September 2012 - 01:46 PM

Herein lies the problem, or issue if you will. You're taking law enforcement aspects (arrest/detention) and applying them to SOG mission types. I could understand this component where it concerns capture of a HVT or HVI, hostage rescue, or kidnapping recovery of a known persona, but these missions are rare in the grand scheme of things.

I think it would be great to have those MP mission types though.
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#29 Basil

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Posted 18 September 2012 - 07:16 AM

View PostDetCord, on 13 September 2012 - 01:46 PM, said:

Herein lies the problem, or issue if you will. You're taking law enforcement aspects (arrest/detention) and applying them to SOG mission types. I could understand this component where it concerns capture of a HVT or HVI, hostage rescue, or kidnapping recovery of a known persona, but these missions are rare in the grand scheme of things.

I think it would be great to have those MP mission types though.

Yeah even if they are going to capture a HVT/a number of HVT it's mainly dependent on what the HVT is up to (are they armed etc) obviously any other personnel on site during a DA raid (should they be overtly hostile) is going to be on the receiving end of some unpleasantness. But to replicate that in real life you'd need AI that realises it's overmatched based on the amount of BLUFOR entering; what distraction devices there are (Flashbangs) and make the player character able to go in hard with the restraint/barrel jab.

One idea for an mp scenario might be a SOF team doing an exfil under fire to their waiting extraction helo. Forcing them into an Aussie peel sort of engagement. Have that over a few hundred metres...for play balancing have the OFPOR limited in scope to move into a certain bubble (around the BLUFOR guys) and likewise have that bubble constantly moving (so the BLUFOR team can't go firm; creating a situation of dynamic engagement).
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#30 213

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Posted 11 October 2012 - 07:41 AM

save it for a swat mod




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