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defk0n_NL

POLL: Please increase stamina when weapons are lowered.

Need more stamina when weapons lowered?  

27 members have voted

  1. 1. Need more stamina when weapons lowered?



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Would like to ration my stamina more when on the move.

We should have the ability to have a stamina minimum when weapons lowered above weapons raised.

So you dont run out of stamina instantly no matter running,combat pace etc.

I mean you basically drain all your stam the moment you anything else but walking. really annoying.

especially in Altis.

vote up please: http://feedback.arma3.com/view.php?id=15362

small feature big change, also added a poll

Edited by defk0n_NL

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Moving with the weapon lowered already drains less stamina.

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Moving with the weapon lowered already drains less stamina.

orly? Have not really noticed. Maybe they should add slow stamina regen?

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orly? Have not really noticed. Maybe they should add slow stamina regen?

If its not realistic then no.

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I do think the "stamina poll" is too little\short and the "states" gets mixed or ignored; there is little to no management on that. In short, THIS.

On the other hand you have different drains for each stance, pace and even terrain inclination. And of course, your weight.

As it was lengthy discussed here and here and little changed, wouldn't hold my breath for an official change on that.

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You regain stamina while walking with weaponn raised or lowered. I can't really tell if its any fater when lowered. But really tired arms aren't going to tire your character out and burn out his ability to run or sprint but rather to aim steadily. Therefore I don't really think weapon being raised/lowered should effect overall stamina but it would be awesome if effected weapon sway still. But I think that is too narrow a feature for the game as it is.

I do think the "stamina poll" is too little\short and the "states" gets mixed or ignored; there is little to no management on that. In short, THIS.

On the other hand you have different drains for each stance, pace and even terrain inclination. And of course, your weight.

As it was lengthy discussed here and here and little changed, wouldn't hold my breath for an official change on that.

Yes I agree. It seems like right now we just have the first bit of the fatigue. It currently goes to a maximum of 1 but it should be extended (not scaled) up to 10 with an inability to even run at 10. Of course a regular rifle man would never reach these limits within any reasonable amount of time but it would go to encourage balanced loadouts.

Other wise the rates of fatigue are pretty good right now I think.

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? Isn't this already in the game?

@ProGamer,

It is sort off in the game, But its unbalanced.

I.e if you run with combat pace+sprint disabled and weapons lowered.

You will slowly regain stamina, But the animation is off. Its more of a fast walk then a slow run.

it also doesn't add up. why run with your gun in one hand diagonally across the body instead of either besides you or holding it with two hands.

But the moment you enable combat pace it drains stamina.

Their is no balance. Its either move incredibly slow and awkward or sprint and drain stam.

If its not realistic then no.

Define realism, You think its realism as it currently stands now?

Who are you to judge realism.

you think "Make the fishing trawler drivable please! " is added realism, or just gimmicky?

Maybe its not realistic enough for you.

How about "Waves should interact with and show on the shoreline"

You regain stamina while walking with weaponn raised or lowered. I can't really tell if its any fater when lowered. But really tired arms aren't going to tire your character out and burn out his ability to run or sprint but rather to aim steadily. Therefore I don't really think weapon being raised/lowered should effect overall stamina but it would be awesome if effected weapon sway still. But I think that is too narrow a feature for the game as it is.

So you find it realistic that everybody walks with their weapons pointing up all the time.

What point does lowering weapons have besides simulating tired arms (a feature that is not even inside the game).

The arms lowered as it stands serves no purpose.

tl;dr The whole sprint/jog system should be reversed. Jogging weapons lowered should be faster then joggin weapons raised.

Their is no benefit whatsoever lowering your weapon besides a barely noticeable stamina "bonus" and looking awkard

Edited by defk0n_NL

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@ProGamer,

It is sort off in the game, But its unbalanced.

I.e if you run with combat pace+sprint disabled and weapons lowered.

You will slowly regain stamina, But the animation is off. Its more of a fast walk then a slow run.

it also doesn't add up. why run with your gun in one hand diagonally across the body instead of either besides you or holding it with two hands.

But the moment you enable combat pace it drains stamina.

Their is no balance. Its either move incredibly slow and awkward or sprint and drain stam.

Define realism, You think its realism as it currently stands now?

Who are you to judge realism.

you think "Make the fishing trawler drivable please! " is added realism, or just gimmicky?

Maybe its not realistic enough for you.

How about "Waves should interact with and show on the shoreline"

So you find it realistic that everybody walks with their weapons pointing up all the time.

What point does lowering weapons have besides simulating tired arms (a feature that is not even inside the game).

The arms lowered as it stands serves no purpose.

tl;dr The whole sprint/jog system should be reversed. Jogging weapons lowered should be faster then joggin weapons raised.

Their is no benefit whatsoever lowering your weapon besides a barely noticeable stamina "bonus" and looking awkard

You call me out on tickets I have made? How do they relate to the discussion? They are 100% unrelated to this topic at hand.

---------- Post added at 01:07 ---------- Previous post was at 01:05 ----------

You regain stamina while walking with weaponn raised or lowered. I can't really tell if its any fater when lowered. But really tired arms aren't going to tire your character out and burn out his ability to run or sprint but rather to aim steadily. Therefore I don't really think weapon being raised/lowered should effect overall stamina but it would be awesome if effected weapon sway still. But I think that is too narrow a feature for the game as it is.

Yes I agree. It seems like right now we just have the first bit of the fatigue. It currently goes to a maximum of 1 but it should be extended (not scaled) up to 10 with an inability to even run at 10. Of course a regular rifle man would never reach these limits within any reasonable amount of time but it would go to encourage balanced loadouts.

Other wise the rates of fatigue are pretty good right now I think.

Players set the loadouts and they vary greatly. loadouts don't need to be artificailly forced. They should be realistic in what you can cary though.

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So you find it realistic that everybody walks with their weapons pointing up all the time.

Nope never said anything like that. All I say is that if it can't be done realistically with little effeort it isn't really at the top of my wishes.

The game gives you many options. tactical pace is slower and more tiring than jogging. That is fine. Walking with weapon raised and with weapon down both regenerate stamina.

How could this be improved upon so people will handle their weapon more like reality?

Well if I were to have anything want I would make arms have their own "stamina". This stamina would proportional to the overall character's stamina. Having your weapon raised and firing your weapon or holding breath would all take away from this stamina. Weapon weight would also multiply the rate of arma fatigue. As the fatigue in your arms increases, sway will increase. If you reach a certain threshold of arm fatigue and 5 seconds of notreloading, aiming, shooting go by you will automatically lower the weapon. Of course when you go to use the weapon again it will raise but if you are still past the threshold and 5 more seconds of inactivity go by it will once again lower. This will continue until your arm fatigue goes below that threshold. To regenerate arm stamina you merely need to lower your weapon.

I think that would make a pretty realistic reproduction of why it is good to not run around with your weapon constantly and and the fact that is is basically natural to lower your weapon if you aren't actually using it.

But this type of feature is not going to happen any time soon for obvious reasons Ie. the effect of the feature vs. the scope of the game.

In the current game without doing any such feature additions I just don't see a way to realistically make people use weapons realistically and I really don't see so much of a need that it is worth abstractly (ie unrealistically) representing it to get realistic results.

tl;dr The whole sprint/jog system should be reversed. Jogging weapons lowered should be faster then joggin weapons raised.

Their is no benefit whatsoever lowering your weapon besides a barely noticeable stamina "bonus" and looking awkard

I'm almost certain that jogging weapon down is faster. feel free to do tests though as I am interested to see if I am wrong. Weapons down also give you more situational awareness. If the weapons down walking animation wasn't so damn clunky and stupid, I would actually use weapon down alot. I know I did in arma 2. It just helps you see things better, especially when using free look.

Overall I agree that it would be nice to give more reason for weapons to be down but I find the only easy way to do it would be to make it have unrealitic effects. Since the effect on gameplay would be relatively small I just don't see the need to implement this sort of abstraction.

Players set the loadouts and they vary greatly. loadouts don't need to be artificailly forced. They should be realistic in what you can cary though.

I didn't think I said they did need to be forced. Players should be able to carry whatever the hell they can stuff in their bags and on their backs. But they should also suffer the consequences of the loadout they carry. I Should want to prioritize what is really needed. Right now I basically stuff anything and everything into my pockets on the battlefield because hey, I can. But if there were more consequences to this I may start to take what is necessary for the task rather than anything and everything.

Edited by -Coulum-

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Hit the "W" and the "S" key at the same time and you get a very nice walking animation.

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You call me out on tickets I have made? How do they relate to the discussion? They are 100% unrelated to this topic at hand.

I am not calling you out. You gave me a one line reply basically trying to shoot down my suggestion. "because its unrealistic" not caring to explain why or how it would be unrealistic just "unrealistic"

You thereby force me to go on a wild guessing spree to what you might mean by that.

In the current game without doing any such feature additions I just don't see a way to realistically make people use weapons realistically and I really don't see so much of a need that it is worth abstractly (ie unrealistically) representing it to get realistic results.

I'm almost certain that jogging weapon down is faster. feel free to do tests though as I am interested to see if I am wrong. Weapons down also give you more situational awareness. If the weapons down walking animation wasn't so damn clunky and stupid, I would actually use weapon down alot. I know I did in arma 2. It just helps you see things better, especially when using free look.

How is a slight increase in stamina or stamina decrease unrealistic portrayal of not running around with your weapons up all the time.

I keep hearing the word unrealistic. Can anyone actually explain why its unrealistic instead of just saying. Its unrealistic.

Why would a increase or decrease of stamina on arms lowered be unrealistic.

Also stating that having your arms up only tires your arms. not your overall stamina is bollocks. You are changing your center of gravity sticking out 2-3kg weapon + arms.

Also no, Im pretty certain myself that there is no noticeable improvement lowering your weapons pertaining speed or stamina drain.

When you run (w) without sprint or combat pace on + weapons lowered. Stamina gets increased slightly.

When you run with combat pace + weapons lowered/up. Stamina decrease.

When you sprint weapons lowered/up. major stamina decrease.

Their is no noticeable difference between lowering weapons and having it raised.

Lowering weapons should either get a stamina boost or a nerve at the stamina depletion rate.

Their is simply no balance between weapons up or down. Their might be a 1-3 seconds offset between the two theoretically. But as a gameplay feature the differences are too small especially on a large map like Altis.

PS: There might be other threads pertaining to stamina but they get derailed in a bunch of different mechanics/feature requests really quickly.

I want a focused discussion about the stamina system. No additions. Just curves etc. If you have nothing useful to say. refrain from posting in this thread.

I, or anyone else could find these types of information useful regarding mod development etc. When i have more time on my hands i am looking forward to modding this.

Edited by defk0n_NL

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How is a slight increase in stamina or stamina decrease unrealistic portrayal of not running around with your weapons up all the time.

I keep hearing the word unrealistic. Can anyone actually explain why its unrealistic instead of just saying. Its unrealistic.

Why would a increase or decrease of stamina on arms lowered be unrealistic.

Also stating that having your arms up only tires your arms. not your overall stamina is bollocks. You are changing your center of gravity sticking out 2-3kg weapon + arms.

Because if I were in the middle of a firefight, my ability to sprint would not be hampered because I have had my weapon raised for too long. My ability to accurately shoot would be, but I wouldn't be out of breath from holding a weapon up. The amount of energy it takes to hold up your weapon is so small that it really wouldn't have an effect on the real life equivalent of "game fatigue". People don't lower there weapon because it makes them too tired to run, they lower it because it is fatiguing their arms and uncomfortable. And of course the fact that it is unsafe.

Also no, Im pretty certain myself that there is no noticeable improvement lowering your weapons pertaining speed or stamina drain.

When you run (w) without sprint or combat pace on + weapons lowered. Stamina gets increased slightly.

When you run with combat pace + weapons lowered. Stamina decrease.

When you sprint weapons lowered. major stamina decrease.

K since I am finding ways to put off studying I did some testing. Here's my results

All with a default blufor rifleman

[TABLE=class: grid, width: 700, align: left]

[TR]

[TD=align: center][/TD]

[TD=align: center]Speed[/TD]

[TD=align: center]Fatigue Rate[/TD]

[TD=align: center]Stamina Regeneration Rate[/TD]

[/TR]

[TR]

[TD=align: center]Stationary[/TD]

[TD=align: center]0[/TD]

[TD=align: center]0[/TD]

[TD=align: center]0.014210s[/TD]

[/TR]

[TR]

[TD=align: center]Walking, Weapon Up[/TD]

[TD=align: center]1.324 m/s[/TD]

[TD=align: center]0[/TD]

[TD=align: center]0.050/10s[/TD]

[/TR]

[TR]

[TD=align: center]Walking Weapon Down[/TD]

[TD=align: center]1.390 m/s[/TD]

[TD=align: center]0[/TD]

[TD=align: center]0.050/10s[/TD]

[/TR]

[TR]

[TD=align: center]Tactical Pace (Weapon Up)[/TD]

[TD=align: center]3.058 m/s[/TD]

[TD=align: center]0.125/10s[/TD]

[TD=align: center]0[/TD]

[/TR]

[TR]

[TD=align: center]Jogging (Weapon Down)[/TD]

[TD=align: center]4.065 M/S[/TD]

[TD=align: center]0.065/10s[/TD]

[TD=align: center]0[/TD]

[/TR]

[TR]

[TD=align: center]Jogging (Weapon Low Ready)[/TD]

[TD=align: center]4.68 m/s[/TD]

[TD=align: center]0.065/10s[/TD]

[TD=align: center]0[/TD]

[/TR]

[TR]

[TD=align: center]Sprinting (Weapon Down)[/TD]

[TD=align: center]5.557 m/s[/TD]

[TD=align: center]0.400/10s[/TD]

[TD=align: center]0[/TD]

[/TR]

[/TABLE]

So basically what I see wrong with this is weapon down is a bit slow. But tactical pace is significantly slower than jogging and is almost double as tiring. If BIS were to tweak anything I would say make the walking with weapon lowered have a better animation, be a bit faster than walking with it raised and have a faster regeneration rate. Outside of that I can't really see anything that can easily be tweaked to encourage weapon lowering that isn't going to be really abstract (detracting from other aspects of the fatigue ie not being able to run because your arms are tired) or to complex to be worth it.

here's the script I used for my tests if you are interested.

_time = 0;while {alive player} do {    _velocityvetors = velocity player;    _velocity = sqrt ((_velocityvetors select 0)^2+(_velocityvetors select 1)^2+(_velocityvetors select 2)^2);    if (_velocity > 0)     then         {_time = _time + .1}    else        {_time = 0};     hintsilent format ["Fatigue = %1, Speed = %2, Time = %3",getfatigue player,_velocity,_time];    sleep .1;};

No additions. Just curves etc. If you have nothing useful to say. refrain from posting in this thread.

I, or anyone else could find these types of information useful regarding mod development etc. When i have more time on my hands i am looking forward to modding this.

That's great and I think that these small but realistic details are exactly the type of things that are great to be covered by mods, because unfortunately BIS just cant make every detail of the game. Best of luck.

Edited by -Coulum-

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Because if I were in the middle of a firefight, my ability to sprint would not be hampered because I have had my weapon raised for too long.

Not to mention the adrenaline from a firefight can will a man to do things he otherwise couldn't. Like sprint nonstop for a good distance.

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Because if I were in the middle of a firefight, my ability to sprint would not be hampered because I have had my weapon raised for too long. My ability to accurately shoot would be, but I wouldn't be out of breath from holding a weapon up. The amount of energy it takes to hold up your weapon is so small that it really wouldn't have an effect on the real life equivalent of "game fatigue".

That was not what i am proposing. What i am saying and what i have said before is this. "Having your weapons lowered should slow down the stamina drain while running"

No where have i said "please drain more stamina while holding weapons up"

Their is a fundamental difference between the two where some of you are refusing to look at while calling it unrealistic.

People don't lower there weapon because it makes them too tired to run, they lower it because it is fatiguing their arms and uncomfortable. And of course the fact that it is unsafe.

Stamina is the total collective of once ability to withstand exhaustion.

Fatiguing arms is part of stamina. You cant just decouple it like two separate things.

The amount of energy it takes to hold up your weapon might be small. But their are numerous other factors why it effects your overall stamina.

Breathing (Raising your arms while running will affect your breathing seeing you need to put pressure and counterbalance asynchronously see below)

Center of gravity (Raising your arms while holding a weapon shifts your center of gravity. Putting more strain on the back and arms for counter balancing.)

Arm Fatigue (Believe it or not, Your arms are not separate entities from your body. Their muscle's are coupled to your back and neck. The moment you fatigue your arm/back/neck muscles beyond the limit.(which happens faster while running then standing still) Your load bearing capability gets diminished to 0) Effectively making you unable to run/sprint.

I getting hard pressed having to dive this deep into a "realism" discussion about a game play mechanic that should be pretty common sense.

This is a video game, Their is no reason to separate arm fatigue from stamina.

We just need a decrease in stamina drain while running arms lowered.

K since I am finding ways to put off studying I did some testing. Here's my results

All with a default blufor rifleman

[TABLE=class: grid, width: 700, align: left]

[TR]

[TD=align: center][/TD]

[TD=align: center]Speed[/TD]

[TD=align: center]Fatigue Rate[/TD]

[TD=align: center]Stamina Regeneration Rate[/TD]

[/TR]

[TR]

[TD=align: center]Stationary[/TD]

[TD=align: center]0[/TD]

[TD=align: center]0[/TD]

[TD=align: center]0.014210s[/TD]

[/TR]

[TR]

[TD=align: center]Walking, Weapon Up[/TD]

[TD=align: center]1.324 m/s[/TD]

[TD=align: center]0[/TD]

[TD=align: center]0.050/10s[/TD]

[/TR]

[TR]

[TD=align: center]Walking Weapon Down[/TD]

[TD=align: center]1.390 m/s[/TD]

[TD=align: center]0[/TD]

[TD=align: center]0.050/10s[/TD]

[/TR]

[TR]

[TD=align: center]Tactical Pace (Weapon Up)[/TD]

[TD=align: center]3.058 m/s[/TD]

[TD=align: center]0.065/10s[/TD]

[TD=align: center]0[/TD]

[/TR]

[TR]

[TD=align: center]Jogging (Weapon Down)[/TD]

[TD=align: center]4.065 M/S[/TD]

[TD=align: center]0.065/10s[/TD]

[TD=align: center]0[/TD]

[/TR]

[TR]

[TD=align: center]Jogging (Weapon Low Ready)[/TD]

[TD=align: center]4.68 m/s[/TD]

[TD=align: center]0.125/10s[/TD]

[TD=align: center]0[/TD]

[/TR]

[TR]

[TD=align: center]Sprinting (Weapon Down)[/TD]

[TD=align: center]5.557 m/s[/TD]

[TD=align: center]0.400/10s[/TD]

[TD=align: center]0[/TD]

[/TR]

[/TABLE]

So basically what I see wrong with this is weapon down is a bit slow. But tactical pace is significantly slower than jogging and is almost double as tiring. If BIS were to tweak anything I would say make the walking with weapon lowered have a better animation, be a bit faster than walking with it raised and have a faster regeneration rate. Outside of that I can't really see anything that can easily be tweaked to encourage weapon lowering that isn't going to be really abstract (detracting from other aspects of the fatigue ie not being able to run because your arms are tired) or to complex to be worth it.

here's the script I used for my tests if you are interested.

_time = 0;while {alive player} do {    _velocityvetors = velocity player;    _velocity = sqrt ((_velocityvetors select 0)^2+(_velocityvetors select 1)^2+(_velocityvetors select 2)^2);    if (_velocity > 0)     then         {_time = _time + .1}    else        {_time = 0};     hintsilent format ["Fatigue = %1, Speed = %2, Time = %3",getfatigue player,_velocity,_time];    sleep .1;};

That's great and I think that these small but realistic details are exactly the type of things that are great to be covered by mods, because unfortunately BIS just cant make every detail of the game. Best of luck.

Thank you for this. I have tried to recreate your experiment but it didnt work while putting your code in the editor unit init field.

Only when running and pressing escape>localexec mid run did it hinted me some stats like stamina and speed.

Can you explain how you got it to work.

Everything in your code tells me it should update every .1 second/msecond on a while loop.

but yeah looking at the data at hand.

[TABLE=class: grid, width: 700, align: left]

[TR]

[TD=align: center]Jogging (Weapon Down)[/TD]

[TD=align: center]4.065 M/S[/TD]

[TD=align: center]0.040/10s[/TD]

[TD=align: center]0[/TD]

[/TR][/table]

(By jogging weapon down i assume what you did is, combat pace+weapon down+run (no sprint))

would make more sense.

Combat pace and jogging have their own utilities i suppose. But none of them is moving from a to b stamina efficiently.

Edited by defk0n_NL

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If its not realistic then no.

Its completely realistic. In school 3 years ago I remember carrying my book bag out in front of me when a strap broke. When I got off the bus it was a million times harder to run to my house with the weight in front of me like that

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I getting hard pressed having to dive this deep into a "realism" discussion about a game play mechanic that should be pretty common sense.

First off I hope that I am not "pressing" you too hard. My intention is not at all to argue with you but rather to discuss. I am putting forth the limited experience I have from athletics and the very basic courses I have taken on the subject. I am by no means an expert, and I only assuming you are not either. Sharing viewpoints will only make us both a bit more knowledgeable. I may seem like I a trying to find every little thing wrong with you idea (I am) but its not because I have anything against you or even the idea but rather because I like discussing how to translate reality into game mechanics. Simple as that.

Thank you for this. I have tried to recreate your experiment but it didnt work while putting your code in the editor unit init field.

Only when running and pressing escape>localexec mid run did it hinted me some stats like stamina and speed.

Can you explain how you got it to work.

To use the script you need to save a mission. In the mission folder (under documents/arma3/missions/missionname) create an "init.sqf" with notepad or something and copy the code there. save. Should work from their. If not tell me. I kind of have a script testing mission and that script is not the only thing in that mission's init.sqf so maybe I goofed. It wouldn't work in a unit init because it uses local variables.

"Having your weapons lowered should slow down the stamina drain while running"

No where have i said "please drain more stamina while holding weapons up"

Their is a fundamental difference between the two where some of you are refusing to look at while calling it unrealistic.

I understood you. You are still effectively making weapon up more tiring than weapons down are you not?

Fatiguing arms is part of stamina. You cant just decouple it like two separate things.

The amount of energy it takes to hold up your weapon might be small. But their are numerous other factors why it effects your overall stamina.

But you can fatigue individual muscle groups while tapping very little into your "collective stamina" as you put it. You don't need to be a soldier to experience that. Go to the gym and shred your arms. You won't be panting from exhaustion or unable to run a couple Km. But you probably will find it very hard to raise, let alone steady a rifle for extended periods of time.

There definitely would be negative effects to running with weapon raised, but they would have very little effect on your ability to run and more on your ability to aim. I agree with you that it would be great to have some way to encourage people to realistically raise and lower their weapons. I just don't like the way you suggest. I already gave a description of the way I would do if I had "dev powers".

At most, I would make the effect of running weapon lowered, on overall stamina, have a 5% difference than raised. If some form of arm fatigue was simulated or there was a way to increase sway independent of fatigue I would want loads of that, but altering the overall stamina enough that it encourages weapon lowered just isn't accurate enough for me - I know I am a big nitpicker though.

I would just cringe at situations where you and your buddies are about to move to the next destination and then you have to say "guys hold up, I can't jog as fast as you any more because I had my weapon raised to long". In reality if your arms got tired you would just lower your weapon and continue running at a normal pace.

(By jogging weapon down i assume what you did is, combat pace+weapon down+run (no sprint))

would make more sense.

Combat pace and jogging have their own utilities i suppose. But none of them is moving from a to b stamina efficiently.

First off I actually made a typo in that chart. Combat pace is far more tiring and running weapons down is far less tiring. I mixed them up. edited.

Ha didn't even know that combination existed. In the chart, Jogging (weapon down), is normal forward [w] with an additional [double control] to lower the weapon - combat pace toggled off. Your combination of weapon lowered is actually really neat. It is slower than jogging (3.45 m/s vs 4.6 m/s) but it has absolute no stamina reduction. If anything this is too lenient, but it is awesome that there is a slower than running but faster than walking speed that can be used to conserve energy. A little bit of fatigue wouldn't be bad though(.005/10s), so that the guy decked out with at launcher and and explosives bag can't run across altis without ever noticing he is carrying a shitload.

Not to mention the adrenaline from a firefight can will a man to do things he otherwise couldn't. Like sprint nonstop for a good distance.

Yes indeed. Many time I have thought about trying to create an "adreniline mod" where things like incoming fire, distance to the enemy, number of nearby friendly/enemies, would raise or lower your adrenaline which would do things like increase or decrease stamina and damage combined with some visual and audio effects to represent hearing distortion, tunnel vision. I think it would be cool. Ah maybe if I get time in the future.

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