Idea to make wound penalties feasible

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Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
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Several suggestions have been made over the past year or so asking for a more penalizing effect to wounds--increased sway after a hit to the arm or hand, slower movement after a leg wound... The main problem, however, has been the concern that players will simply commit suicide or run headlong into the enemy rather than be incapacitated for a lengthly period of time. Tripwire tested out permanent wounds during the mod, and found this behavior to be the case.

To avoid unproductive suicides, and also to avoid the frustration of meeting someone in a close-quarters battle, snapping off a hipshot to their leg, getting mowed down, and seeing them crouch, bandage, and run happily off, how about implementing temporary wound effects (~30-45 seconds, decreasing in severity with time) along with achievements for performing certain acts while wounded? For instance, killing ten enemies on seperate occasions in melee combat while suffering the effects of a leg hit: I'll Bite Your Kneecaps Off! Or killing four enemies in a life while wounded in the arm: Not One Step Backwards!

I would almost guarantee that achievements would greatly reduce the amount of suicides/suicide charges seen after getting a wound penalty applied. Especially in conjunction with the honor penalty for suicides, this would make gameplay deeper, increase the meaning of an assist, decrease the frustration of seeing that darned foe bandaging, make enemy fire more intimidating, and add content to the game!
 

MrHello

FNG / Fresh Meat
Sep 2, 2011
537
122
0
This is how it was in RO1 and I would be glad to see this back, I feel that some seemingly "hit detection" issues are actually of cause by a distinct lack of penalty when an enemy is shot.
 

Jippofin

FNG / Fresh Meat
Sep 15, 2011
183
72
0
Good ideas all around. I would like to add few suggestions on the same lines as the OP. These sprung to mind after reading the dropping the weapon thread.

Hit in the legs -> falling prone and not able to get up -> able to walk but not run after applying first aid.

Hit in the arms -> drop the weapon -and/or- unable to cycle action or reload -and- 200% increased sway or reduced accuracy -> able to use the gun with 50% reduced accuracy after first aid.

Aim all for incentives for keeping wounded people fighting with bonus points and unlocks.

But current system is creating pretty ackward gaming moments that in no way enhance the gaming experience. I was doing the circle dance in a room with enemy that surprised me while I was looking for a firing position for my MG34: I managed to bust both of his kneecaps in one burst before he killed me. I then proceeded to watch him apply first aid and run away. I am sure all people playing the game have had a similar moment at one time or another.
 

Avtomat

FNG / Fresh Meat
Oct 31, 2011
359
80
0
Hungary
Good ideas all around. I would like to add few suggestions on the same lines as the OP. These sprung to mind after reading the dropping the weapon thread.

Hit in the legs -> falling prone and not able to get up -> able to walk but not run after applying first aid.

Hit in the arms -> drop the weapon -and/or- unable to cycle action or reload -and- 200% increased sway or reduced accuracy -> able to use the gun with 50% reduced accuracy after first aid.

Aim all for incentives for keeping wounded people fighting with bonus points and unlocks.

But current system is creating pretty ackward gaming moments that in no way enhance the gaming experience. I was doing the circle dance in a room with enemy that surprised me while I was looking for a firing position for my MG34: I managed to bust both of his kneecaps in one burst before he killed me. I then proceeded to watch him apply first aid and run away. I am sure all people playing the game have had a similar moment at one time or another.

Yup.
Once I suprised an MP40 guy bandaging in a corner, I shot him 2 times with my PPSH and ran out of ammo so I charged him with my riflestock. hit him in the face. No effect: MP40 destroyed me.
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
Hit in the legs -> falling prone and not able to get up -> able to walk but not run after applying first aid.

Hit in the arms -> drop the weapon -and/or- unable to cycle action or reload -and- 200% increased sway or reduced accuracy -> able to use the gun with 50% reduced accuracy after first aid.

But current system is creating pretty ackward gaming moments that in no way enhance the gaming experience. I was doing the circle dance in a room with enemy that surprised me while I was looking for a firing position for my MG34: I managed to bust both of his kneecaps in one burst before he killed me. I then proceeded to watch him apply first aid and run away. I am sure all people playing the game have had a similar moment at one time or another.

These are a little harsh... I like the falling to prone idea, but limiting someone to a walk, while realistic, would in fact probably make a lot of people commit suicide. Imagine getting hit in the knee coming out of spawn on Spartanovka by a lucky shot... I would probably be annoyed about limping across the entire map because some goon spraying at long range was lucky enough to nick me. Perhaps something as simple as an immediate draining of all stamina when hit, the inability to sprint any faster than the "exhausted sprint" speed, followed by normal movement on par with a fully laden Engineer would be a good balance. A little unrealistic, but if we're talking realism then the soldier with that shattered kneecap would probably have been carried to the rear for medical attention...

As for the effects of an arm hit, I would have to go with 200% increased sway and 50% reloading speed over getting your weapon shot out of your hand. Losing your weapon just led to some hilarious CQB encounters in Ostfront...

Another suggestion: any wound should deal instant full suppression. If seeing your partner take a rifle bullet to the face at the next window over is enough to make you cower, I don't understand how I wouldn't be frozen with fear after actually getting grazed myself. ;)

As for your encounter with the MP40 guy, Avtomat, that sounds like the current bug with melee. I tried to bayonet a crouching German twice on Station yesterday, hitting nothing but the bench behind him, only to get bayoneted in turn when he realized he wasn't dead. Ugh...
 

Avtomat

FNG / Fresh Meat
Oct 31, 2011
359
80
0
Hungary
As for your encounter with the MP40 guy, Avtomat, that sounds like the current bug with melee. I tried to bayonet a crouching German twice on Station yesterday, hitting nothing but the bench behind him, only to get bayoneted in turn when he realized he wasn't dead. Ugh...
Such things happen in the RO2 universe...
 

RJ_MacReady

FNG / Fresh Meat
Oct 24, 2011
194
92
0
Poland
I very much agree with most of your suggestions, Nikita. Although I wouldn't make a wound a temporary effect though. Or at least, not quite...
What I'd use is a carrot and a stick at the same time, meaning - give bonus to kills and teamplay activities while wounded, but at the same time penalize the suicide by, say 10 points and subtract 1 from the kill spree (all fully customizable by server administrator of course, so he could choose whether he wants a server with temporary wound effects plus bonuses to kills and teamplay while wounded, or choose the hardcore mode with permanent wound effects and pick the amount of penalty and bonus points by himself).

However, this might lead to problems with players exploiting the fact they can gain more points by shooting adversaries while wounded.
 

Krobar

FNG / Fresh Meat
Jun 11, 2011
1,497
651
0
The sewers of Leningrad.
http://forums.tripwireinteractive.com/showthread.php?t=71284

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