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fartfairy

movement speed

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Please implement Movement Speed / Energy

 

At the moment you are running at same speed when your start "empty", when you fix (!!???) your broken leg with a wooden stick and at the same speed when you have a mountain bag full of Weapons, mods, food and ammo.

 

e.g. 5 different movement speed rates like:

 

red             -   unconcious, starving, broken leg without a Splint                              - 0 % speed

orange       -   bleeding, fixed broken leg, overloaded, carrying two weapons         - 20% speed

yellow        -   sick, low blood, Food /drink, recenty bandaged, or high overload     - 50% speed

dark green -   healthy but moderate overload                                                          - 75% speed 

light green -   healthy and carrying light stuff (one weapon only)                            - 100% speed

 

 

With a high Regeneration / drop rate (besides of untreated medical issues or starving) from orange to green

maybe this can

 

- implement some tactical flexibility (having "runners / Scouts / looters", "Tanks" like snipers with slow speed

- bring combat Fairness for fresh spawns being much faster than Zombies / faster than geared bandits

- bring a Little bit of "loot Fairness", when not stuffing your bag with every Piece of loot at the spawn cities

- speed up the "running to my corpes while my mates are still in combat" or "lets meet a fresh spawn at coords"  situations

 

 

 

 

 

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Alternative concept: Energy

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Sprinting, fighting, carrying overload, running  consumes energy

Can be refilled during brakes, with Food or pills 

Energy has serious Impact on fights (you need more melee hits or your accuracy sinks at low energy)

 

 

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- speed up the "running to my corpes while my mates are still in combat" or "lets meet a fresh spawn at coords"  situations

Once you're dead you're dead and to run back to your body to loot it and jump back into the fight is really no different than most fps where you just spawn with your preferred weapon loadout.

 

/downvote

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My addition: 10 levels of speed to make it nice and simple. [i might have fucked up a few details]

0/10: stationary.
1/10: Crawling on low blood/energy or while carrying a heavy load.

2/10: Crawling at a normal rate.

3/10: Crouchwalking, or walking/crouchwalking after a leg injury.

4/10: Walking while fully burdened.

5/10: Walking while semi-burdened.

6/10: Walking while unburdened/running while burdened fully.

7/10: Running while semiburdened.

8/10: Running while free of items completely.

9/10: Running while free of items with good shoes.\

10/10: Running with high energy, unburdened, with good shoes.

 

25/10: Bicycle at full tilt.

 

We reduce the normal running speed we currently have just a little, and make it the standard movement speed. You start at a walk and then break into a jog unless you start sprinting straight away. We make zombies always a bit faster than your standard jog, but slower than your sprint. However, no matter how much Energy you have, your Sprint is finite.
Once you're below a certain Energy level, like very low, you can't run any more. Once you're at really really low Energy you can only crawl.
 

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yes i dont like the fact i can sprint everywhere, however without vehicles it would just be boring... i would sit in one area as running from one place to another is too difficult and requires to much effort


so when they add vehciles they should implement this, not yet though. it is a good idea and well laid out

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 I want to say one word to you. Just one word. "Weight".

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I think something a la stamina apsect was metion before but yes, i think speed of movement should depends of weight, energized or healthy. Even position should have effect, crouch or straight. Atm crouch and straight have same movement speed.

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You didn't see the video dev blog whereby injuries and restricted movement because of those injuries was shown?

 

The first few minutes show some features of an early test we did. Look at around 1:50 for injury restrcitions.

 

Edited by DemonGroover
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You didn't see the video dev blog whereby injuries and restricted movement because of those injuries was shown?

 

The first few minutes show some features of an early test we did. Look at around 1:50 for injury restrcitions.

 

 

Hi DemonGroover,

thanx for your video link, I did not see this vid yet, yes!

 

But as far as I unterstood, the only relevant point in there is, that toons can get crippled. Thats fine, but not all I was thinking about.

This is just a medical issue, a result of fights or accidents I guess.

 

I would love to have "weight" as a stat on items and movement speed differences at certain weight levels, in addition to the health status.

At the moment, there is fighting and looting (lets call it surviving).

To team up is a fighting decision, becaue, when you got an axe or even weapon, you will survive, if there is loot around.

Maybe without big development work, in giving every item a realistic weight, and bind movement speed to weight you create new aspects of survival.

 

eg.

1)one comrade is wounded, this lowers the weight he can carry by 50%. So he can treat himself, wait for healing, or move slow... or he has to throw away some items,

maybe his second weapon, his axe...

Can be interesting, when not only damaged items and ammo are the remains of a battle, but maybe some stuff, players have to leave.

2) even when noone is wounded, it can be interesting, that you form battle groups, where some players can run around at max speed (with pistols or just a weapon), others

are slower, becaue the carry 2 guns or a lot of ammo / food / medical stuff...

maybe this will force some lone survivors to team up. It's a social game and thats by far the most interesting aspect and long time motivation.

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Once you're dead you're dead and to run back to your body to loot it and jump back into the fight is really no different than most fps where you just spawn with your preferred weapon loadout.

 

/downvote

 

I don't understand your point.

 

You know that eg. if you die in a battle at the airfield, some comrades still fight and watch your stuff (can be only your favourite gun, when everything else is damaged)

you at the moment spawn anywhere.. If you spawn on east coast, or worse north, you have to run for 10-20 minutes to maybe find your body / stuff.

 

This is not at all like other FPS Shooters, and thats ok!

 

I only want more variety. Weight could be easy to do, understandable for all and something you always have to think of => more immersion.

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