I think it's meant more as a "feeling" of your heartbeat rather than hearing it, but even then it doesn't make sense, with bullets whipping around your head your heartbeat is the least of your concerns.
I have 2 notes on this to make it seem more like "feeling" than hearing:
1. Firstly, the sound effect of the heartbeat should have a lot of bass, but little treble. You don't want it to sound like a drum. However with the bass up and treble down, and with a good sound system, you will be able to "feel" the heartbeat, and it not be distracting with treble.
With high treble the sound will be competing with other high treble sounds like gun shots and voices, which is unrealistic to drown out with the sound of heartbeat. High bass - low treble will allow the player to be aware of the heartbeat without it drowning out other sounds or being over-bearing.
2. Have the players vision "pulse" slightly with the heartbeat during strong suppression. Pulsing would also be a more subtle visual disruption than blurred vision. The pulsing would be an interesting aspect to firing while suppressed (not that pulsing should happen all the time), as you would have to factor the timing of both your breathing, and the pulses (especially if there was minor recoil on every heartbeat/vision pulse)
On that note, are players going to be able to hold their breath while heavily suppressed? I imagine it would be pretty hard to have control over breathing with adrenalin pumping at full whack.
-------------------------------------
On a suppression related note, I don't like the desaturation they're currently going with for suppression.
At the moment, colour drains but your vision stays okay. With grey-out/tunnel vision, its not so much colour disappearing, as the vision itself.
Just having colour disappear A) isn't realistic B) isn't a real disadvantage like tunnel vision/grey outs are.
TWI staff should try lying down for a while then sitting up really fast.
Last edited:
Upvote
0