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Postponed Deaths

Amerikaner

Senior Member
Nov 23, 2005
1,724
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When someone gets seriously wounded they will die but not instantly like 99% of games. Your screen gets motion blur or some distraction like that as you slip out of conciousness and die. You get to live for a few more seconds and crawl away if possible until you die and then respawn. It should only happen with body shots or serious limb shots or considerable body damage and even then, it doesnt have to be real common.

This doesnt really add much to gameplay it would just make it a little more realistic as you could be fighting with a buddy and then all of a sudden he shrinks back and hides in a corner and dies instead of the insta-kill. It just adds a little bit more diversity to the battles.
 
Amerikaner said:
When someone gets seriously wounded they will die but not instantly like 99% of games. Your screen gets motion blur or some distraction like that as you slip out of conciousness and die. You get to live for a few more seconds and crawl away if possible until you die and then respawn. It should only happen with body shots or serious limb shots or considerable body damage and even then, it doesnt have to be real common.

This doesnt really add much to gameplay it would just make it a little more realistic as you could be fighting with a buddy and then all of a sudden he shrinks back and hides in a corner and dies instead of the insta-kill. It just adds a little bit more diversity to the battles.
You want to make all the players death-crawl? :eek:
 
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Amerikaner said:
When someone gets seriously wounded they will die but not instantly like 99% of games. Your screen gets motion blur or some distraction like that as you slip out of conciousness and die. You get to live for a few more seconds and crawl away if possible until you die and then respawn. It should only happen with body shots or serious limb shots or considerable body damage and even then, it doesnt have to be real common.

This doesnt really add much to gameplay it would just make it a little more realistic as you could be fighting with a buddy and then all of a sudden he shrinks back and hides in a corner and dies instead of the insta-kill. It just adds a little bit more diversity to the battles.

Something along those lines would be cool and immersive i've thought of this before they'd have to make sure its believable and realistic though.
 
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Lonestar Ranger said:
Perhaps you limp back to an aid station like the ammo resupply point and are restored to return without depleting reinforcements.

No, no, no, no, and no. As has been discussed multiple times before, if you're wounded badly enough to need medical attention, you're going to be out of the fight for a long time. This "instant restore to full health" is nothing but pure bs.
 
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Hmm...

Situation A: Headshot
...you drop dead.

Situation B: Other criticals shot
...you collapse down, but you can still fire (no bolting), no ironsights allowed. So you can kind of spray a few bullets in the vague direction of your killer. If you're hit in the upper torso, you collapse real fast. Bayonet, you collapse real fast. In both cases, you can't turn at all, your aiming is restricted to your freeaim box. If you're hit to the sides or lower torso, though, you can still turn slowly.

Kinda like the old effect in Goldeneye where you could still shoot back for a little while after you were killed.
 
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It would be good if the damage model was detailed enough to model variable deaths. Instant death= heart or headshots ,arty/tank hit, vehicular homicide or grenade. Every other wound you'd slowly have your screen fade to black (or a bright light) as you slowly bleed. Also your hearing would slowly get more and more muffled too. You could even have it so you can pull out your handgun (if so equipped) and fire at the enemy as your screen blurs and goes out (yes Tom Hanks style).
 
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[CiA]Stiletto said:
If you're hit in the upper torso, you collapse real fast. Bayonet, you collapse real fast. In both cases, you can't turn at all, your aiming is restricted to your freeaim box. If you're hit to the sides or lower torso, though, you can still turn slowly.

Kinda like the old effect in Goldeneye where you could still shoot back for a little while after you were killed.
Dang beat me to it. Restricting to just the freeaim is a great idea.
 
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The reason why 99% of games use this is due to the fact that it would take so much time and effort to make it any different. Think of all the new crawling/wounded animations, disorienting features, etc. that would have to be worked on to make this look half good. In the end it doesn't make sense to spend so much time on such a small and insignificant part of the game.
 
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Ok you're right, but it's still not worth the trouble. Most people just want to die and respawn, not be forced to crawl somewhere knowing that this could lead to them missing the next spawn wave. Especially if this near-death mode is forced when they are hit in certain places and there is no way to get out of it resulting in a prolonged death everytime. The only way I can see this being done in a good way would be to have scripted death animations kick in after the ragdoll effect is done so it does not cut into the players respawning time. Of course something like this isn't really possible with the current engine because as well all know by now, ragdolls are client-side.
 
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Agreed. Like I said the best way to do this would probably need server-side ragdolls that can be morphed into AI so they would get hit with a grenade, do their cool ragdoll animations and then turn seamlessly into AI that would drag his torn body into a corner while clutching the wound or something. It would be awesome but a bit too much to ask for todays current system.
 
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This is something I posted in the old mod forums:

1.) Let's say you got shot in the chest by an enemy rifleman. You fall down to the ground.
2.) In the current version of RO, you would die and view your teammates through spectator mode. With Yellowbelly's idea however, you would helplessly lay there, dieing. As the reinforcements counter hits zero, the screen would fade to black and you'd respawn.
3.) Now, what if someone shoots your crippling body? You'd immediately die, so that would be an instant fade-to-black. Same goes for headshots or other fatal wounds: instant fade-to-black. As the screen stays black, the reinforcements counter keeps counting and as it hits zero, you spawn like another soldier again.

What if someone tries to "suicide" in console while lying there, you may ask? Well, that wouldn't work, since the game already considers you dead as you lay on the ground.
 
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I can't see a feature like that would be positive in it's cost/use relation... Hard to do, little impact gameplaywise (except that it propably will get annyoing after the third time, when the "woah, kewl" effect has stopped).

I also see a problem with ragdolls. They'd have to use a prescripted animation for the tumbling down, which would look extremely odd (remember CoD2? Nothing more hilarious than a german lifting his head to shoot you with a pistol in a last effort, but he is floating in the air, as the pounding bx was aligned to a small step at his head...).
Due to that, you would always know (unless you arhe very far away, where he can't hit you anyways, that the one you downed is not dead yet, and just shoot him again before he can spray in your general direction, or simply avoid his area of fire.
 
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[CiA]Stiletto said:
Hmm...

Situation A: Headshot
...you drop dead.

Situation B: Other criticals shot
...you collapse down, but you can still fire (no bolting), no ironsights allowed. So you can kind of spray a few bullets in the vague direction of your killer. If you're hit in the upper torso, you collapse real fast. Bayonet, you collapse real fast. In both cases, you can't turn at all, your aiming is restricted to your freeaim box. If you're hit to the sides or lower torso, though, you can still turn slowly.

Kinda like the old effect in Goldeneye where you could still shoot back for a little while after you were killed.

It would look really cool if someone you killed burst smg rounds in the air before dying . Really anoying if you get hit though - but chances of that would be small.

It would also be cool with the ability to drag temporary wounded teammates out of the line of fire .
Say if a teammate is shot in the leg and knocked down helpless on the ground.
In order to save his life you could drag him to a safer place until he can handle his own again.
 
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I always liked it when the elites in Halo 1 would fire a few more shots before finally dying. Its a really cool feature but I never thought about implementing it in a multiplayergame. Now that I think about it I really like the idea.

What you should never be allowed to do (after being "killed"):
Switch weapons / throw grenades / use your bajo (it would be really anoying if you stabbed someone after a furious bajobattle and then he gets the chance to just stab back) / switch to iron sights / shoot too much (it has to be restricted somehow. Maybe one shot if you have a rifle and a maximum of three shots if you have a smg. Otherwhise the smg would be way too strong "post mortum".) / move a stance upwards

I heard there was this awesome damagemodel in RO so that you aren
 
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