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Dynamically improving skills

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I recently re-played the Resistance campaign, then the CWC-campaign. I got hung up in how nice the inventory-save between missions actually is (been a while since I've played a campaign biggrin_o.gif ).

Let's take this a step further.

Would'nt it be nice if your character improved his shooting-skills with the rifles he uses the most (if your hit-percentage is high)?

If he constantly run, should'nt his stamina improve (make the heavy breathing noticeable by nearby AI to make a drawback)?

If he fly a chopper for the first time, maybe make the chopper behave a little unresponsive?

These are the points I can think of right now. I'm sure others can think of more.

I think it would be nice if all these skills improve dynamically and in real-time during the missions.

Maybe make this an option in 'cadet'mode and always on in 'vet' mode?

Thoughts?

Comments?

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It would turn up like some clickfest Diablo. "YEah, I have 99 level warrioxxx" . smile_o.gif

Nah, could be interesting feature on other hand. Like if your character was bad at shooting he/she could serve as a tank crew or if he/she had good physical condition he/she could be a commando or a spec op.

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I don't mean for it to be like DeusEx or the roleplaying-games. More like a automatic improvement. No user-selectable skill-points. But maybe a table that shows the character's abilities in percentage.

when I think about it. Make it work exactly like Hidden & Dangerous 2 only you should notice the improvements during the mission too, not just after/between the missions.

This could also be fun if it worked in MP too. It could prove unfair for team vs. team with join in progress, but for coop I think it would work nicely.

Maybe have 8 basic characters to choose from:

Sniper, rifleman, demolition and AT, machinegunner, specop, pilot (choppers), pilot (fixed wing), driver (cars).

The "base"-characters should have different strengths and weaknesses to begin with.

The snipers should have a much steadier scope on long-range rifles. The specops should be alot more silent, run faster and overall better stamina. The demolition/AT should be able to carry more rockets/mines and keep a more steady sight with the launchers. The machinegunner should receive less felt recoil. The rifleman should be able to very quickly line up his sight with the rifle and toss handgrenades a little longer.

I think this could be a breath of fresh air into OFP and could help with adding more teamwork.

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Well Morrowind, the rpg/adventure game, has that kind of improving system. The more you jump around the higher you are able to jump.

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What about just until You die smile_o.gif ... so you can do small micro advancements (limited ofcourse ) but nothing abusable smile_o.gif

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I think this is a good idea. I also think that specialists should get greater advantages in their cosen field: i.e. snipers - should get less "wobble" when using a sniper rifle than a normal soldier does etc.

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Thats pretty much what happened to me when i started playing the game, i started to learn how to shoot acurately, how to avoid detection, how to survive in the field or fly a helicopter, and my skill with the game increased in the campaign with experience.

Player skill above everything else, i dont want perfect shots to be missed because the character im playing is a noob soldier biggrin_o.gif . And soldiers stamina dont increase in the field, they are trained for that right from the start smile_o.gif .

And the first time i got inside a cobra it sure hell felt unresponsive to say the least tounge_o.gif .

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I like the idea of different classes (sniper, machine gunner) having noticably different attributes, but I think these should just be stock standard rather than improve as you go through the game. Afterall, most of us play the Campaign then go on to other missions...

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I agree with Leone here. there was a discussion about classes some time ago. different classes should have their own specialities and skills. infantry being able to operate small arms and AT weps better but not being able to fly aircraft at all. sorry a little off topic but I think it's kinda related to the original one.

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While realistic, it is totally counterproductive for a game. It will make it harder for newbies and easier for the good players.

If anything, make it the other way around, making it harder to hit the more you use a weapon. That will force you to vary your tactics and it will give newbies a chance.

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While realistic, it is totally counterproductive for a game. It will make it harder for newbies and easier for the good players.

If anything, make it the other way around, making it harder to hit the more you use a weapon. That will force you to vary your tactics and it will give newbies a chance.

For online/LAN play yes, but for Single Player it would suck. If you aren't any good at a game....well, you aren't any good! There's only so much tweaking that can be done to compensate before it affects the gameplay so adversely that better players will go to another game.

Classes is better than gaining skills IMO. smile_o.gif

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my opinion is that there should be firerange, where u could practise ur shooting.And we need in game traning field where u could improve all the skils the soldier can handle

The weapons should have better reall recoils than in OPF1 , dispersion should be more reall....

btw sory for bad english

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Quote[/b] ]my opinion is that there should be firerange, where u could practise ur shooting.And we need in game traning field where u could improve all the skils the soldier can handle

The weapons should have better reall recoils than in OPF1 , dispersion should be more reall....

btw sory for bad english

U mean like in Vietcong how they had a shooting range. smile_o.gif

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That's a good idea. Try out the new guns you get your hands on before going on a mission.

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no the firerange should be always the same but targets no.One here now one there ..... all the time diferent, allsoo for snipers there should be diferent shaking effect if u have bipod or no....Like in AAO...for exsample

Firerange should be long at least 1000 m.That tanks could practise there....

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I think this is a good idea. I also think that specialists should get greater advantages in their cosen field: i.e. snipers - should get less "wobble" when using a sniper rifle than a normal soldier does etc.

I concur. Having less accuracy penalties in certain skill areas depending on your class would be much better than dynamic skill level as that should occur anyway by the person improving in RL.

If in MP you can select Class bonuses to encourage people to not jump in a crew position when they are a sniper and to encourage specialist pilots by making aircraft unwieldy to other classes (or maybe depriving them of HUD and radar due to not having the helmet) would be great for forcing teamplay on public servers.

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I also agree if this type of system won't gimp some of the less specialized ai in battle. It would suck if the less intelligent ai performed unrealistic behaviors like not hiding like a coward when in danger just because the "stupid ai" isn't "supposed" to not know how to run for the nearest piece of cover. (though maybe it would be ok if they ran for the wrong peice of cover like a tent because they are supposed to be stupid rebels right?)

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This type of system seemed to work well in H&D2 (singleplayer and coop)

Yeah, I really like the specialized capabilities of the different characters there.

Quote[/b] ]Having less accuracy penalties in certain skill areas depending on your class would be much better than dynamic skill level as that should occur anyway by the person improving in RL.

So after two weeks you've learned every single weapon in OFP2 and can use them all to their best ability. Can you do that in real life too? rock.gif

The reason I suggested dynamic skill-improvements is because it's alot easier and quicker to learn vehicles and weapons in a computer-game compared to in real life.

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So after two weeks you've learned every single weapon in OFP2 and can use them all to their best ability. Can you do that in real life too? rock.gif

...Maybe not in two weeks, but IRL: yes.

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Well, if you wanted to make a mission where the human player (who happens to be god at flashpoint) plays a civilian type character who isn't good at fighting - like any idiot in the Silent Hill games or a reporter defending himself - and shouldn't engage enemies with impunity, then the adjustment of aiming "skill" would introduce a range of special tactics for the player. But in a campaign setting where you are a trained soldier, I say no to reducing the player's aim. You were trained how to shoot in the story! Plus the player's skill improves according to his brain functions. At most, the skill should be set so maybe the player would have trouble hitting far away targets, and couldn't snipe tiny targets from 400m like some freaking VC sniper person with no scoped weapon

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The weapons should have better reall recoils than in OPF1 , dispersion should be more reall....

... and recoil should efect a.i. too, experienced a.i. soldiers should know that if they go for a acurate long range shot they shouldnt use burst fire, its no point in making the game harder for the player if recoil and other stuff dont afect a.i. rock.gif , i always feel cheated when a a.i. MGer snipes me full auto at 300/500 meters so easily mad_o.gif .

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