Player's mental state

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FreeBrainRemoval

FNG / Fresh Meat
Oct 21, 2009
1
0
0
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.
 

OneBloodyHero

FNG / Fresh Meat
Sep 22, 2009
272
76
0
Canada
There are factors within the game that create adrenaline for the player (the person controlling the animated character within the game): suppression, bullet tracers, explosive shock, etc.

Adrenaline and the mental state should be inherit in the player that is controlling the character, not the character experiencing those emotional factors.

Many players in the game will not rush at a well placed mg--I myself will because I'm careless :). Also, most players that are pinned by mg fire or anything else will have difficulty firing back or responding from the inherit game functionality and elements.

Emotion and mental state, I think at least, needs to remain in the hands of the human player that subsequently responds to battle situations; rather than having integrated mental states of characters which would make them uncontrollable at times... if they cower or whatever. The characters (animated virtual figures in the game) represent the person that is on the other side of the screen--the human and his/her reactions to whatever is happening.
 

Bashenka

FNG / Fresh Meat
Oct 5, 2009
475
111
0
Seattle
I also would like to see some kind of "shell shock" effect when a nearby HE shell explodes near you, and maybe grenades as well, but to a lesser extent than HEs.

Perhaps it could work something like this: Anyone just outside a certain radius of the fatal HE blast would lose the ability to hear, and then a few seconds later sound comes roaring back, perhaps with a little bit of high pitched noise for another 5 seconds before everything returns to normal.

Hopefully this wouldn't reduce someone's ability to keep fighting (aiming, shooting, etc.) during the shell shock effect, but IMO it would provide a very jarring experience that would certainly mess with my mental state, but without actually handicapping me if I was able to focus through the duration of the "shell shock" effect.

I dunno, I just find that it would be pretty epic to experience the massive explosion of an HE effect destroying a couple of your comrades, and you crawl to safety, glad to be alive, but completely in shock as you look back, deaf, and see a leg poking up from a pile of rubble (Anatoli's nowhere to be seen :O !)

IMO something definitely needs to change about this system from the original RO, most particular when considering audio of the experience.
 
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OneBloodyHero

FNG / Fresh Meat
Sep 22, 2009
272
76
0
Canada
Yeah, exactly. Features should be enhanced to force players to cower through shell shock animations, suppression, and so on; but don't try to force a certain mental state upon the player.
 

NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
0
Project Reality does a pretty kick *** job about this.

You definitely can feel it when a tank shell or JDAM lands nearby.
 

Matt Baker

FNG / Fresh Meat
Dec 18, 2009
191
3
0
Onebloodyhero said:
Emotion and mental state, I think at least, needs to remain in the hands of the human player that subsequently responds to battle situations; rather than having integrated mental states of characters which would make them uncontrollable at times... if they cower or whatever. The characters (animated virtual figures in the game) represent the person that is on the other side of the screen--the human and his/her reactions to whatever is happening.
This is right but. I would like them to enchant some effects, because some of they will come player only if they actually where there. Suppression effect and shell shock effect needs to be better. If you can aim strait when bullets are whistling past you head like they were noting, you are not human and you don