Player Movement And Sprinting
Player Movement And Sprinting
Hello,
Cant wait to play the new Red Orchestra by the way.
But while I was watching a video of Killzone 2, and their particular focus
on movement and momentum, I thought of a new idea for sprinting.
In games like Day of Defeat Source or Call Of Duty, you will have a visible/
invisible stamina bar- so once you use it all up, you will stop sprinting
and start walking. But I noticed that the abrupt stop after sprinting
feels unnatural and one can actually feel annoyed that your in game character stopped running without "your" consent. Basically, it feels a bit mechanical.
So what if you could "push" your character?
Like in real life, after you sprint and feel exhausted, your vision starts to spin and you slow down slightly, but you can push yourself to keep on running right?
So what if in Red Orchestra, when you've technically run of stamina in your stamina bar, you can keep on "sprinting"- but at a price.
So if you keep on sprinting after running out of stamina, after you stop running, there will be a "cooldown penalty" for if you "pushed" yourself to keep running.
So if my character "pushed" himself to keep running for an extra 10 seconds, after I stopped running, my character would have to wait around 15 seconds to catch his breath.
In those "catching your breath" moments, your vision will be extremely blurry, like when you're being suppressed and you will have your heartbeat beating in your ears, just like in real life.
I'm sure if you could push yourself to keep running in Red Orchestra 2, rather than like in other FPS games where you just stop running abruptly, it will add a extra layer of immersion to the in game character that you're playing as.
Just want to say this idea as I want Red Orchestra 2 to be the best WW2 game out there! You don't need to add this idea, just suggesting.
Good luck with RO 2!
Player Movement And Sprinting
Hello,
Cant wait to play the new Red Orchestra by the way.
But while I was watching a video of Killzone 2, and their particular focus
on movement and momentum, I thought of a new idea for sprinting.
In games like Day of Defeat Source or Call Of Duty, you will have a visible/
invisible stamina bar- so once you use it all up, you will stop sprinting
and start walking. But I noticed that the abrupt stop after sprinting
feels unnatural and one can actually feel annoyed that your in game character stopped running without "your" consent. Basically, it feels a bit mechanical.
So what if you could "push" your character?
Like in real life, after you sprint and feel exhausted, your vision starts to spin and you slow down slightly, but you can push yourself to keep on running right?
So what if in Red Orchestra, when you've technically run of stamina in your stamina bar, you can keep on "sprinting"- but at a price.
So if you keep on sprinting after running out of stamina, after you stop running, there will be a "cooldown penalty" for if you "pushed" yourself to keep running.
So if my character "pushed" himself to keep running for an extra 10 seconds, after I stopped running, my character would have to wait around 15 seconds to catch his breath.
In those "catching your breath" moments, your vision will be extremely blurry, like when you're being suppressed and you will have your heartbeat beating in your ears, just like in real life.
I'm sure if you could push yourself to keep running in Red Orchestra 2, rather than like in other FPS games where you just stop running abruptly, it will add a extra layer of immersion to the in game character that you're playing as.
Just want to say this idea as I want Red Orchestra 2 to be the best WW2 game out there! You don't need to add this idea, just suggesting.
Good luck with RO 2!