All is calm. Everything looks normal. Suddenly you hear the wiz of a bullet inches from your head. Your screen becomes blurry for a moment. You recover. MG fire in the distace. The screen appears to shiver slightly. A tank shell explodes to your right. Everything becomes washed out as the explosion attracts all attention. All because you are a soldier in OFP2* with the lowest skill level.
Here's my idea...
OFP simulates combat. Yet one thing left untouched is the human aspect of the game on an individual level. Yes, you can make AI seem to panic if a grenade goes off near them, but that is just the begining.
What if you could simulate the confusion, chaos, dissorientation, and most importantly, EMOTION, of a battle for a player?
I'll explain. I was playing around with the glare setting w/ DXDLL. Then i got it so everything left trails and such. Now what if that happended to the player when certain stimuli were triggered? Now take the level of stimulation needed to cause effects and base it on the skill level of the unit, or a whole new "composure level".
Certain events may cause different reactions based on how skilled or composed a unit is. Take enemy fire for example. Enemy units are 400m out. They begin to take shots at you. Your composure level is low - .1 As the enemy bullets begin to zero in on you, your screen becomes slightly blurry. A few rounds kick up dirt in your face. Everything is impossible to see as life is a blur. suddenly another squad attracts the attention of your enemy. As the engage them and stop firing on you, things become more focused and clear.
That adds another way to add something OFP lacks...
Suppression. In a game dominated by AI that will do nothing but run or shoot right back at you, your options are small. Add in a supression system, and BOOM, new level of gameplay added.
How do you add supression to OFP?
A composure level setting for each individual unit that effects AI and human players alike. No longer will the skill level of a unit not affect the human player inside of it.