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Is suppression realistic?

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I've marked targets at a range - you know you're under cover, but your're sure as hell not going to stick your head up. Some joker put a round into the damn pointer I was holding up one time (fine piece of shooting), but it certainly makes the heart rate pick up.

On the physical effects: theory goes that the adrenalin surge will accelerate everything in the body momentarily and this makes time appear to "slow down". Theory also goes that the brain itself will pick up to operating at full capacity, with the same effect. Tunnel vision effect as the brain focuses all the ocular processing power in the core focus area and temporarily ignores peripheral information. The reactions all allowing the body to focus absolutely on the life-threat - and to make the fight-or-flight decision. And it takes training, experience - and the will - to make that a "fight" decision instead of diving for the nearest hole in the ground.

But in game, we can't force players to feel fear. Yes, you'll hear the slap, crack and whiz of the rounds - but that doesn't force you to take cover. The ultimate price is being forced to spend a few seconds respawning - not being dead. So, we have to think of what effects fear has and try and put those into the game. Your breathing accelerates, nerves operate faster, all serving to make you a touch shakier. In time, with experience, you can control the reaction better. The de-saturation is really just trying to get it into the player's skull that "you are in danger"!
 
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Will get a better idea when we get beta to try

but sounds very simular to DH type surpression

Used to belong to a live round club here in uk

so have been in the butts with various stuff coming at you
, you can definately here garrand, brens etc rounds coming over 300 yards or more
 
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I've marked targets at a range - you know you're under cover, but your're sure as hell not going to stick your head up. Some joker put a round into the damn pointer I was holding up one time (fine piece of shooting), but it certainly makes the heart rate pick up.

On the physical effects: theory goes that the adrenalin surge will accelerate everything in the body momentarily and this makes time appear to "slow down". Theory also goes that the brain itself will pick up to operating at full capacity, with the same effect. Tunnel vision effect as the brain focuses all the ocular processing power in the core focus area and temporarily ignores peripheral information. The reactions all allowing the body to focus absolutely on the life-threat - and to make the fight-or-flight decision. And it takes training, experience - and the will - to make that a "fight" decision instead of diving for the nearest hole in the ground.

But in game, we can't force players to feel fear. Yes, you'll hear the slap, crack and whiz of the rounds - but that doesn't force you to take cover. The ultimate price is being forced to spend a few seconds respawning - not being dead. So, we have to think of what effects fear has and try and put those into the game. Your breathing accelerates, nerves operate faster, all serving to make you a touch shakier. In time, with experience, you can control the reaction better. The de-saturation is really just trying to get it into the player's skull that "you are in danger"!


The loss of fine motor skill when getting an adrenaline dump could also be simulated by automatically increasing mouse sensitivity. The more suppressed you are, the higher the sensitivity (aim point moves faster). This would make it harder to get a steady shot without being "random."
 
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We've already had several enormous threads on this but whatever ;).

Like others have said already it's impossible to have fear of death in a video game, even in some 3 hour long no respawn OFP/ARMA coop match.

Obviously in real life your vision doesn't shake or blur or whatever but those sorts of things (PR and DH both have great systems) force the player to either back into cover or shoot blindly and inaccurately. Most choose the former, and so it *looks* like they are afraid of getting hit. So it results in more realistic combat.

Though I've looked at some studies that show how dramatically heart rate +adrenaline shoots up during combat... I'm sure that would have some noticeable physical and mental affects. (duh)

The only real problem with suppression is it doesn't really allow for any "Audie Murphy moments"... i.e. some brave/crazy/suicidal solder completely ignoring enemy fire to fight back. But personally I'd rather the game model how the vast majority of soldiers acted.

Most people don't respond well to getting shot at.

I mean damn, even in a really intense forest paintball match people will act somewhat fearful. Not even remotely comparable to an actual battle but still, you see that even the threat of very mild pain makes people act differently.
 
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On the physical effects: theory goes that the adrenalin surge will accelerate everything in the body momentarily and this makes time appear to "slow down". Theory also goes that the brain itself will pick up to operating at full capacity, with the same effect.

Sounds like a certain herb's effects tbh :p.

Makes sense though... your brain is getting a lot more information/detail on the environment suddenly and since your mind isn't used to that it feels like time is slowing down because so much is happening.
 
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Not trying to provoke any arguing with this but is suppression realistic? I've personally never had a gun shot at me or truly felt that death is imminent so I can't really be sure what it's like. To the human eye, does saturation actually change like that naturally? (Alcohol does it kinda.... adrenalin might too?) In RO1 I felt pretty darned suppressed when MG42 bullets where slapping into the sandbags I was ducking behind... seems kinda superfluous...

We already had this discussion, I was the primary antagonist, and I hung up my hat at the end of it.

I don't know what to tell you.

I can give you the name of a couple of books I have yet to read before I comment on the subject, but I'd rather say this subject has been treaded and retreaded and I'll link you to the *extensive* discussions on the topic.

http://forums.tripwireinteractive.com/showthread.php?t=36396&highlight=suppression

http://forums.tripwireinteractive.com/showthread.php?t=51145&highlight=suppression

http://forums.tripwireinteractive.com/showthread.php?t=51250&highlight=suppression

http://forums.tripwireinteractive.com/showthread.php?t=37113&highlight=suppression

http://forums.tripwireinteractive.com/showthread.php?t=39535&highlight=suppression

http://forums.tripwireinteractive.com/showthread.php?t=39283&highlight=suppression

http://forums.tripwireinteractive.com/showthread.php?t=35394&highlight=suppression

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http://oai.dtic.mil/oai/oai?verb=getRecord&metadataPrefix=html&identifier=ADA071116

http://www.amazon.com/Combat-Psychology-Physiology-Deadly-Conflict/dp/0964920514
 
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