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jmido8

Limit neverending sprint (Indepth stamina)

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The realism aspect of this mod is what drew me here but finding out that you could sprint forever and never get caught by zombies really blows the immersion. Even when i'm unarmed in the beginning of a new life, zombies just aren't very scary. If I aggro a few, I'll just run them off.

Sprinting needs to be limited by one or several of the following:

-Greatly increase thirst/hunger when sprinting

-Add an indepth stamina gauge:

-The more hurt you are, the less stamina you have

-The thirstier you are, the slower stamina regens

-The hungrier you are, the faster stamina is used

-When stamina levels start reaching critical, vision blurs and you become woozy

-If you hit full exhaustion, you lose conscienceness

-When tired, you become louder (heavy breathing, weezing)

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Limit never ending sprint= Avarage life time 19 seconds

I actually do agree there should be some limitation but it cant be to sever or else 19 seconds will be avarage again.

Edited by thatcommiekid

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Sprinting already consumes water/food. I like the idea of moving slower when you're closer to death though, Resident Evil styles.

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Sprinting already consumes water/food. I like the idea of moving slower when you're closer to death though, Resident Evil styles.

Exactly!!!

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Oh, and it's not so much sprinting as jogging. Remember that the Arma 2 base game is a military game, so these guys have been trained for this kind of thing. But yeah, being a random in a zombie apocalypse might be different. The only issue I have with changing this is that it takes a really long time to move across the map already, and most of my game time is spent running around through the trees. I would hate to spend even more time running and having to rest all the time.

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It takes a long time to get anywhere already. Also losing unconsciousness while sprinting is what fat people do. This is a military game and your guy isnt really sprinting its more of a run. When you hit forward once its more of a jog and even then you can easily avoid zombies.

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Sounds good but it must be well balanced. Realism is important but getting around the map efficiently is important too. Imagine yourself in Chernarus IRL. You plan on getting to NWAF with a pack full of supplies and a rifle in your hands, would you be able to jog there? Face it, you'd walk and the game would be a strolling/ambling/sauntering simulator.

I propose that while thirst and hunger should increase as you sprint, it should be by around a 40-50% increase.

But instead of a stamina guage that runs to zero and sprinting stops, give the player around a 60 second high speed sprint and when fatigue sets in, let them jog at a pace that couldn't outrun an aggroed zed but will still get them where they need to go. The high sprint speed's duration should be effected by thirst, hunger and damage and I would add that carrying a heavy rifle or machine gun could remove the high speed sprint phase alltogether.

I think that perhaps the mechanic aught to work under the hood, with no artificial sprint guage on the HUD. As long as the mechanic feels natural, players will learn how it works by playing.

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You can't sprint forever can you? Double-tap forward to sprint should see you start to get exhausted after about 10 - 20 seconds and slow down. You can run forever, but it tires you out. There are penalties to accuracy for being tired already.

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If you limit the sprint, which I agree they should, then you need to do the following 3 things as well:

1-Increase the number of fixable vehicles

2-Make zombies slitely slower than players.

3-Make zombies get tired of running just like humans.

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