Wepon switching to pistol
PsympleJester
Join Date: 2008-04-06 Member: 64024Members
<!--quoteo(post=1676508:date=Apr 22 2008, 04:06 AM:name=Lt_Hendrickson)--><div class='quotetop'>QUOTE(Lt_Hendrickson @ Apr 22 2008, 04:06 AM) <a href="index.php?act=findpost&pid=1676508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-minimun one second to swicth weopons. In addition to that it takes time in real life to put away your other weopon and draw your pistol out, it takes literally 0 seconds in ns basically continueing the pistol stream. 1 second might be too long but to get the idea play a battlefield game and see what a difference in gameplay hesitating to swith weopons can cause. It would give a skulk a tiny window to strike.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have an idea about this issue, I think that making a delay between wepons that big is stupid if a skulk came at you slashing and biting i would pull my pistol out pretty quick without even bothing to holster your primary wepon.
However, I know that this would not be possible without some drawback. This drawback would be dependant on the wepon as well and consiquently it should change due to what primary wepons is being used.
For example a LMG could be quite easily be held by the barrel in the left hand and the pistol could be drawn without any problem, if hastily fireing it would be done with one hand however after a second if you did not start firing the marine could lift up the 2nd hand holding the LMG and rest his shooting hand ontop of it for less recoil. (this is quite possible because of the light weight of an lmg)
On the otherhand a shotgun would not be so light and holding it by the barrel would not work so the marine must instead remain holding the shotgun in his best hand "right hand" by the trigger handle (because it is easier to grip) and draw and shoot the pistol with his left hand. (increasing recoil)
The HMG.... Ooooh a large heavygun... Switching to the pistol using a HMG would mean you had to drop to hold the hmg tightly in your firing hand and let all the weight your left hand was taking fall onto the strap around your torso while drawing your pistol with your left hand... The pull of the strap on your shoulder would cause the screen to tip slightly and your recoil would be very hard to control.
The GL would be very similar to the HMG except maybe heavier or lighter causing more of less sevier effects.}
This concept i am putting forward would allow the marine to change to his pistol still as quickly but give fair and realistic draw backs to the marine depending on what wepons he was using.
This concept should also work with knife welder and grenade allowing a marine to use secondary equipment but still be on his guard because instead of ever putting his primary equipment away he is just putting it to a side. For all wepons the marine should be able to press a key or maybe select pistol twice to keep the primary wepon in limbo instead of fully putting it away this would mean he was able to quickly switch back to it if need be but hinder him slightly with the secondary equipment he is using and also make him unable to reload his pistol which to do he would have to put his primary wepon fully away.
If the marine did have his primary wepon fully away he would then have a delay to take it back out depending on the type of gun.
A shotgun would be very fast becasue it was holstered on his back
An lmg could also be very fast because it was hug over his side on a sholder strap
However a HMG which would also be holsterd on his back would be alot harder slower to re equip becasue of its bulk.
And finaly to re equip a grenade launcher would be very hard (dont know where a marine would "unequip it to" and it is Very bullk and a wierd shape)
But the +'s of hostering his gun would be better secondary equipment accuracy, no hinderence in and secondary equipment use and ability to reload pistol.
Just as a final piece the equipment of Heavy Armour could make the redeployment of GL and HMG's alot more easier as the cyberenhanced strength the unit gave them and also it would decrease the side effects of having primary wepon in "limbo" because of the cyberenhanced strength.
Making the tipping of the screen due to the weight of the HMG on its hoster strap alot less sevier.
Making the recoil of pistols in 1 had alot less
Thanks for reading,
Jester.
I have an idea about this issue, I think that making a delay between wepons that big is stupid if a skulk came at you slashing and biting i would pull my pistol out pretty quick without even bothing to holster your primary wepon.
However, I know that this would not be possible without some drawback. This drawback would be dependant on the wepon as well and consiquently it should change due to what primary wepons is being used.
For example a LMG could be quite easily be held by the barrel in the left hand and the pistol could be drawn without any problem, if hastily fireing it would be done with one hand however after a second if you did not start firing the marine could lift up the 2nd hand holding the LMG and rest his shooting hand ontop of it for less recoil. (this is quite possible because of the light weight of an lmg)
On the otherhand a shotgun would not be so light and holding it by the barrel would not work so the marine must instead remain holding the shotgun in his best hand "right hand" by the trigger handle (because it is easier to grip) and draw and shoot the pistol with his left hand. (increasing recoil)
The HMG.... Ooooh a large heavygun... Switching to the pistol using a HMG would mean you had to drop to hold the hmg tightly in your firing hand and let all the weight your left hand was taking fall onto the strap around your torso while drawing your pistol with your left hand... The pull of the strap on your shoulder would cause the screen to tip slightly and your recoil would be very hard to control.
The GL would be very similar to the HMG except maybe heavier or lighter causing more of less sevier effects.}
This concept i am putting forward would allow the marine to change to his pistol still as quickly but give fair and realistic draw backs to the marine depending on what wepons he was using.
This concept should also work with knife welder and grenade allowing a marine to use secondary equipment but still be on his guard because instead of ever putting his primary equipment away he is just putting it to a side. For all wepons the marine should be able to press a key or maybe select pistol twice to keep the primary wepon in limbo instead of fully putting it away this would mean he was able to quickly switch back to it if need be but hinder him slightly with the secondary equipment he is using and also make him unable to reload his pistol which to do he would have to put his primary wepon fully away.
If the marine did have his primary wepon fully away he would then have a delay to take it back out depending on the type of gun.
A shotgun would be very fast becasue it was holstered on his back
An lmg could also be very fast because it was hug over his side on a sholder strap
However a HMG which would also be holsterd on his back would be alot harder slower to re equip becasue of its bulk.
And finaly to re equip a grenade launcher would be very hard (dont know where a marine would "unequip it to" and it is Very bullk and a wierd shape)
But the +'s of hostering his gun would be better secondary equipment accuracy, no hinderence in and secondary equipment use and ability to reload pistol.
Just as a final piece the equipment of Heavy Armour could make the redeployment of GL and HMG's alot more easier as the cyberenhanced strength the unit gave them and also it would decrease the side effects of having primary wepon in "limbo" because of the cyberenhanced strength.
Making the tipping of the screen due to the weight of the HMG on its hoster strap alot less sevier.
Making the recoil of pistols in 1 had alot less
Thanks for reading,
Jester.
Comments
Talk about options! Could a marine then forgo a heavier weapon for say, 2 pistols, a pistol and knife, a welder and pistol ... and so on? I would find playing like that very tense and only viable if the pistol were to change from its current silly form of tiny sniper rifle.
I would be interested in seeing this idea explored, if only so I could have a little joy at wielding two pistols like I'm in a John Woo movie that found itself on a Aliens set. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Its not to wield two wepons it so that instead of packing your primary wepon away where you cant switch back to it quickly. You keep it in easily accesible (not use able) so that you can switch back to it quickly, as a trade of for having it readily accessible you cannoy use your secondary equipment as well as you would if you could otherwise.
For example if you where welding an RT you would hold your lmg in your left hand by the barrel so if a skulk came you could quickly hoster the welder and grab the LMG with your other hand and start firing straight away...
Instead of havign to put the welder away, take the LMG off your back and then shoot.
Basically, visible, annoying limitations to movement/reaction = lame. If you can react faster than the game is letting you. You won't play for very long, or won't enjoy being killed by poor game mechanics.
Also, in 'Natural-Selection' the frontiersmen are well trained killing machines. I'm sure they can grab their pistols pretty quick.
Basically, visible, annoying limitations to movement/reaction = lame. If you can react faster than the game is letting you. You won't play for very long, or won't enjoy being killed by poor game mechanics.
Also, in 'Natural-Selection' the frontiersmen are well trained killing machines. I'm sure they can grab their pistols pretty quick.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats the point you get your pistol instanty except when you let go of the HUGE hmg its gonna pull on your shoulder so the screen would tilt slightly to that side, instead of stopping the player it would hinder the player in a realistic manner.
THIS IDEA IS NOT TO LIMIT THE MARINE IN ANYWAY. IT IS TO KEEP THE QUICKSWITCH BUT WITH REALISTIC REACTIONS OF REMOVING YOUR PRIMARY WEPON!
For example if you have an LMG (very light gun) there would be NOTHING that changes when you switch wepons except that there is a cool model of your left hand holding your LMG.
If you change from Grenade Launcher, you throw that thing onto its strap and your screen wobbles toward the weighted shoulder so you can aim perfectly as you should be able to, its just your screen moves for 10 seconds or so till the Grenade Launcher settles on your shoulder.
PLEASE READ MY POST DONT JUST INSULT MY INTELLEGENCE FOR TRYING TO DESTROY THE GAME WITH AN IDEA IM NOT EVEN SUGGESTING!
Another idea would be to give an option. With fastswitch on, maybe you drop the gun so you don't get the wobble or whatever for bigger guns. But if you don't want to take the time to pick it back up (something else that should be added), then dropping it into the strap or whatever is used instead.
An interesting thing would be a binding to switch on or off fastswitch in my suggestion.
As far as how your idea stands, I really like it. A question, though. In you GL example, you mention it'd wobble towards "the weighted shoulder". Should people be able to choose which shoulder it gets hung to? Or would you like it to be standardized (i.e. always on let's say the right shoulder)? Might be a bit much to allow that level of customization, depends on what other customizations are being allowed in NS2, but might be nice for realism.
Another idea would be to give an option. With fastswitch on, maybe you drop the gun so you don't get the wobble or whatever for bigger guns. But if you don't want to take the time to pick it back up (something else that should be added), then dropping it into the strap or whatever is used instead.
An interesting thing would be a binding to switch on or off fastswitch in my suggestion.
As far as how your idea stands, I really like it. A question, though. In you GL example, you mention it'd wobble towards "the weighted shoulder". Should people be able to choose which shoulder it gets hung to? Or would you like it to be standardized (i.e. always on let's say the right shoulder)? Might be a bit much to allow that level of customization, depends on what other customizations are being allowed in NS2, but might be nice for realism.<!--QuoteEnd--></div><!--QuoteEEnd-->
This would depend on whether your model selections where on the left or right, it would obveously wobble towards the opposite side to your best side becasue the strap is over the shoulder of the supporting hand not the trigger hand.
However on the shotgun when it does not have a strap (a wepon strap on a gun that needs to be moved very rapidly becasue it is designed for closer proximity fighting does not get a support strap) so it is mearly held in the trigger hand and the pistol is drawn with the left so it would in this instance rotate your wepons around the pistol would draw on the left and the wobble would be towards the right.
How long do the drawbacks last?
I think it would also make NS2 unique, since I don't know of any other game that has used this kind of implementation.
Also, <b>cyber</b>enhanced? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> I don't think cyber is the right word.
I'd call it mechanically enhanced since it's essentially a robotic exoskeleton.
How long do the drawbacks last?
I think it would also make NS2 unique, since I don't know of any other game that has used this kind of implementation.
Also, <b>cyber</b>enhanced? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> I don't think cyber is the right word.
I'd call it mechanically enhanced since it's essentially a robotic exoskeleton.<!--QuoteEnd--></div><!--QuoteEEnd-->
Cyber as in synthetic muscles that are connected to the brain by electronic nerves. Maybe not the right word or maybe where just thinking of seperate concepts to solve the same problem. Sorry im not tryign to be smart your the 1st person to show any interest in my idea. xD
The drawbacks would last as long as you had your primary wepon "ready". So until you fully put your wepon away however it would peek in disturbance JUST after you switched to your pistol when the wepon is being moved to your other hand or to a "ready possition" and then it would fade into just a smaller drawback depending on the wepon. Eventually you would have the choice to put it away fully and risk having to take a certain amount of time to re-equip it or keep it in the "ready" possition and suffer the slight drawbacks it gives.
For example a marine gets a HMG and he kills 5 skulks runs out of ammo and needs to get out his pistol.
He is able to VERY quickly gets his pistol (as quickly as it is possible to unholster it)
But for the 1st second his screen is having a majour spike of movement because he has just pushed all the waight of his HMG to his left side with the strap and his left shoulder and his left hand supporting it. (presuming he is right handed)
This spike of movement because all the waight of this HMG is on his left would be a dipping of the screen on the left (not a rising of the screen on the right) asthough his shoulder was being pulled down. This as we all know would hinder the player ALOT but it would be a way in which the player was able to "cope with it" as opposed to making pistol changing time longer which would prohibit the player instead of hinder.
After this majour spike the player would continue to have his screen leaning towards the left because the HMG was still causing this hinderance and movement would increase this hinderance because of the forces acting on the HMG causing it to cause more hinderance, jumping while having your HMG in this possition would cause even more hinderance.
However the reason you would put up with this hinderance is because it allows increadably fast re-equipment of your main wepon where as if you put it away it would take time to re-equip.
Another point i just came up with would be that you had to put your wepon into "ready" or unequip it completely to build, and if this concept is implemented it would solve that problem. (who builds with a gun pushed firmly into their shoulder socket ready to shoot?)
With the weapon selection thing, how will it be?
-for example, you press 2 once, it quick-draws your pistol with the drawback, then press it again (you would double-tap 2) and it puts your primary away.
-if the weapon is out for too long after being quick-drawn, if idle, you put away your primary automatically
-if you've quick-drawn a pistol from your primary, then you can quickly switch back to the primary as well
which of these is applicable, or all?
I think people would be more likely to mentally compensate for the screen jerk rather than have themselves look like The Roxbury Guys.
Also, in regards to making mental adjustments (addressing what you said); when playing a game, we are always aware that it is a game, and the vision [colour, reflection, lighting, perspective, field of view, etc.] is always 'unreal', so our brains can't (really) compensate for a change in vision such as a tilt.
Also, in regards to making mental adjustments (addressing what you said); when playing a game, we are always aware that it is a game, and the vision [colour, reflection, lighting, perspective, field of view, etc.] is always 'unreal', so our brains can't (really) compensate for a change in vision such as a tilt.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, It was funnier the other way. I was picturing an NS commercial with people head-jerking to "What is love?".