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Old 08-05-2006, 11:55 PM   #1 (permalink)
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Default Will Bullets Actualy Travel

I was wondering about this. There are three ways I can think of how bullets would work in any FPS:

They travel, as in you actually see your bullets in a tracer type of way, and if they hit your target they get damaged (like the Tribes chaingun).

You hold your crosshair over a guy and they reach him instantaneously (counter-strike, day of defeat, lots of FPS)

You have to lead the guy the farther they are away, but you do not see your bullet (Battlefield games)


What way do you think Huxley should/will work? Do you think it will be multiple ways, depending on the gun? What way would you prefer it to be?

I dont want it to be as simple as pointing and clicking, holding your crosshair on the guy. Anyone can do that from pretty much any distance.
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Old 08-05-2006, 11:59 PM   #2 (permalink)
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this is hard to say, seing as there has been NO battle video, im sure someone will have info after e3
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Old 09-05-2006, 12:03 AM   #3 (permalink)
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Lag will certainly be considered in this, so it is most likely there won't be hundreds of individual bullets flying around. I would hope the wouldn't hit instantaneously though.
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Old 09-05-2006, 12:12 AM   #4 (permalink)
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I hope there is travel time but only tracers ever 10 or so bullets, like in real life.
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Old 09-05-2006, 12:19 AM   #5 (permalink)
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yeah, some should be tracers and some instant hits.
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Old 09-05-2006, 12:22 AM   #6 (permalink)
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yeah make like the last 3 rounds tracers like the military do so you dont have to keep looking at your hud for the ammo read out ... not that, thats a big deal to do just makes the game cooler I think
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Old 09-05-2006, 12:24 AM   #7 (permalink)
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Will depend what weapon you're carrying.

A rocket launcher obviously has pretty low velocity so needs to be lead, whereas a hitscan weapon (prolly sniper rifle or similar) will be instant so you'll just need the target sighted and click.
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Old 09-05-2006, 12:54 AM   #8 (permalink)
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Quote:
Originally Posted by kamikaze
Will depend what weapon you're carrying.

A rocket launcher obviously has pretty low velocity so needs to be lead, whereas a hitscan weapon (prolly sniper rifle or similar) will be instant so you'll just need the target sighted and click.
You don't know that's how they're going to code it.
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Old 09-05-2006, 01:42 AM   #9 (permalink)
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we can make an estimated guess
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Old 09-05-2006, 02:31 AM   #10 (permalink)
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Well their using the unreal engine so i'm assuming it will be similar coding to that.
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Old 09-05-2006, 02:56 AM   #11 (permalink)
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Quote:
Originally Posted by Brene
I hope there is travel time but only tracers ever 10 or so bullets, like in real life.
4 ball - 1 tracer - 4 ball - 1 tracer.
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Old 09-05-2006, 04:47 AM   #12 (permalink)
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Quote:
Originally Posted by Landain
4 ball - 1 tracer - 4 ball - 1 tracer.
I actually thought it was 3 - 1, heh thanks. :D
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Old 10-05-2006, 01:59 AM   #13 (permalink)
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Quote:
Originally Posted by Copet
I was wondering about this. There are three ways I can think of how bullets would work in any FPS:

They travel, as in you actually see your bullets in a tracer type of way, and if they hit your target they get damaged (like the Tribes chaingun).

You hold your crosshair over a guy and they reach him instantaneously (counter-strike, day of defeat, lots of FPS)

You have to lead the guy the farther they are away, but you do not see your bullet (Battlefield games)


What way do you think Huxley should/will work? Do you think it will be multiple ways, depending on the gun? What way would you prefer it to be?

I dont want it to be as simple as pointing and clicking, holding your crosshair on the guy. Anyone can do that from pretty much any distance.

umm Mos Def(definately) you see your bullets in BF games first of all you must have never seen a support guy open up on you with his S.A.W
(Squad Automatic Weapon)

they should have a tracer type like for every 4 shots the fifth is a tracer...sometin like that....
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Old 10-05-2006, 04:40 AM   #14 (permalink)
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lag will definitly play a factor here. but its kinda hard to lead without eny tracers, you cant tell if your over or under leading, and being able to see all the bullets makes it a lot more exciting. when you see bullets surrounding you, and your making a charge, your feelin' the adrenaline most likely, otherwise, your just kinda running unsure if their even aiming at you. i mean youll get hit and get hurt, but trying to aviod bullets making a charge would be much more exciting i imagine
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Old 10-05-2006, 05:31 AM   #15 (permalink)
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It'll be a mixture of both. Close in weapons like automatics and assault rifles will probably instant hit since it's alot less their servers have to track and usually that type of fire is done in great amounts. Cutting out more calculations for vectors and timing for all those shots will save. Then you're going to have rocket lanchers and slow firing weapons which aren't insta hit no matter what. Since you've got the basis behind this for tracking projectiles, taking it a step further and thinking of the ranged weapons like sniper rifles and similar things of this nature that will be used from afar, they'd have to be crazy to make those insta hit. Travel time will very probably be a factor with them, but unless you're at massive range I don't think it'll be much of a problem as this is a fast paced shooter.
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Old 10-05-2006, 06:12 AM   #16 (permalink)
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I personally would like to see alot of different types of firing types per the different guns in the game.

TRACER Rounds: Like Rail Guns and Lasers would be nice for some of the guns

Instant Hits: I am not sure what type of weapon would do an instant direct hit.

Leading Moving Targets: this method is by far my favorite because it means you will need skill to play the game. I think that this should be the main method of shooting.
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Old 10-05-2006, 12:04 PM   #17 (permalink)
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Quote:
Originally Posted by Brene
You don't know that's how they're going to code it.
No I'm not on the coding team but common sense and dozens of FPS games over the last dozen years or so allows me a little insight.
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Old 10-05-2006, 12:50 PM   #18 (permalink)
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with what kam just said, but also consider the Unreal engine and what it is capable of and what the community now expects we know its using the unreal engine ie UT2k4

So my guess would be they would try and make it like a dulled down version of UT weapons. Now im not a real coder but ive got some experiance. They could also reduce lag by when player 1 aims at player 2 and player2&3 aim at player 1 that it will onyl calculate and narrow infomation down to those players and an AoE that might come about in the local enviroment.

Then you ask what if another player targets player 1,2,3. Well then this would register on the server and calculate between player 4 and their target/s

But then there is also the Graphics lag of bullets, smoke (RPG) and wateva else. Well my thought on that is that the game will default option of only rendering say 300 bullets (im just throwing that out there no real number) but still calculate the other 400 which are aimed at you or in the general direction.
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Old 10-05-2006, 03:01 PM   #19 (permalink)
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Quote:
Originally Posted by kamikaze
No I'm not on the coding team but common sense and dozens of FPS games over the last dozen years or so allows me a little insight.
You apparently haven't played enough FPS.

P.S. Counter-Strike for 10 years, doesn't give you FPS insight.
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