I'm not sure if this has come up before, but for all I've looked I can't find much on this point.
I would really like to see adrenalie effects and similar mental things on the players. I don't like this idea of suppresion that fades after a couple of seconds. A good, proper near death adrenaline dump will last a good half hour or more (not suggesting that length in the game, mind you).
Also, any weapon should be able to cause it, really. Though I don't know much about how the ins and outs worked, I was thinking an effect based on the amount of bullets hitting near or whizzing past someone.
Like say I perform a daring dash across open ground, avoiding all the firing at me while it kicks up the dirt and whizzes past my ears. When I land in the other trench I should be panicing, fumbling and generally burdened by my heroics.
Or say I see some enemy soldier stuck in the corner of a building, I can't see him but he can't move otherwise he is exposed. If I just keep firing at the bricks right next to him, just being shot at that closely should raise his pulse and adrenaline to the point his aim will be terrible, reloading slowed etc.
The effect should slowly wear off after a few minutes but it should be a significant part of tactics. A well placed MG should be able to keep a large amount of troops from even being capable of trying to fire back at it. Similarly a near grenade or shell hit should stun the player for an appreciable amount of time (think Tom Hank's shell shock on the beach in Saving Private Ryan).
I guess nothing new in here in terms of ideas, but they never seem to be done right or make up a part of the tactics the way they should.
I would really like to see adrenalie effects and similar mental things on the players. I don't like this idea of suppresion that fades after a couple of seconds. A good, proper near death adrenaline dump will last a good half hour or more (not suggesting that length in the game, mind you).
Also, any weapon should be able to cause it, really. Though I don't know much about how the ins and outs worked, I was thinking an effect based on the amount of bullets hitting near or whizzing past someone.
Like say I perform a daring dash across open ground, avoiding all the firing at me while it kicks up the dirt and whizzes past my ears. When I land in the other trench I should be panicing, fumbling and generally burdened by my heroics.
Or say I see some enemy soldier stuck in the corner of a building, I can't see him but he can't move otherwise he is exposed. If I just keep firing at the bricks right next to him, just being shot at that closely should raise his pulse and adrenaline to the point his aim will be terrible, reloading slowed etc.
The effect should slowly wear off after a few minutes but it should be a significant part of tactics. A well placed MG should be able to keep a large amount of troops from even being capable of trying to fire back at it. Similarly a near grenade or shell hit should stun the player for an appreciable amount of time (think Tom Hank's shell shock on the beach in Saving Private Ryan).
I guess nothing new in here in terms of ideas, but they never seem to be done right or make up a part of the tactics the way they should.