A short rumble on RvS weapons design

I think arguably one of my biggest beefs with Raven Shield is the aiming fundamentals.

In real life the muzzle represents where the bullet comes from, obviously; however in Raven Shield it is closer to the eyes or eyebrows, despite the animations — its the top of the head that must be “clear” of an object in order to shoot around or above or under it.

The level of accuracy you have has nothing to do with reticles or scopes, it is all about magifnication. If you fitted a snipers scope to an H&K MP5A4 you would be incredibly accurate compared to firing zoomed without scope from the same weapon. In real life, well obviously you would have a pretty darn good scope in such a scenario — but you would not be able to exceed the precision your weapon is mechanically capable of offering. Raven Shields precision is a factor of accuracy rate and magnification. In my experience the accuracy rate only reflects how much you must “feel” your point of impact, more so then what the weapons can do. Fit a sniper scope on a Mac 9/11, and you basically create a 9mm clip fed light machine gun xD. I should know, when I was in my skills “prime” as an [SAS] Trooper, I was able to score headshots at 30-50m using our double tapping training and a Mac 9/11+SD. I also wonder how Raven Shields accuracy is effected by changes in screen resolution; all of my game play has been done on 800×600 and 1024×768 resolutions, running respectively on 15″ and 19″ CRT displays.

Whether through game design of latency in the online game play (most of which in my experience does not have to much to do with PING time), often it is as if bullets never go where they are physically required to be going. Imagine looking down your rear sight, with your front sight not even within view… that’s what I sometimes feel; often times I make remarks about firing a potato gun. That is because what you are shooting at has no real connection to what you are hitting; I have even seen bullets land BEHIND where the tango was standing, only to be killed by said tango. Also just recently I enjoyed the experience of firing down a scoped M1 shotgun zoomed on the tangos upper chest (full run, straight at target) only to have the shotgun shells entire payload (buckshot) land 1/3 a metre to the targets right crus; effectively the lower right hand corner of the screen. While I reckon this is possible in real life, it doesn’t connect with the reticles in game; as I have often held the theory, the reticle spread does not actually reflect where you bullets can go — only where you are aiming. That’s also why I can use an H&K MP5A4 without attachments and no reticles, just using the on screen gun and reflexive shooting in RvS.

Raven Shields model of penetration, damage, and general ballistics is also screwed. Normally I fire 2-3 round bursts on fully automatic, but when having to shoot through a window I’ve developed the 1-2 punch. Use an initial trigger pull to shatter the window and the follow up (full) burst to drop the target. The initial bullet may or may not penetrate the glass and do meaningful damage to the threat, so it can not be relied upon. Using a 3-round burst can also be suicidal in some cases. Use of Jacketed Hollow Point ammunition especially exacerbate this problem. The only good thing(tm) about it, it only takes 1 bullet to completely break the glass; if the tango fires just after your first shot, well you are dead. I have often wondered why there seems to be so much bullshit surrounding the use of Sniper Rifles up close, being able to do more damage with a P228 pistol (9x19mm Para) round then a suppressed WA-2000 (7.62x67mm Magnum) round; at a range of less then 3 metres. Where in, damage is defined as the number of times my pistol has killed the tango in 1 hit, but the sniper rifle has required 2 hits. After some time, I have concluded that the FMJ/JHP problem in SWAT 4, which has to do with muzzle velocity, mass, range, and force needed to penetrate, appears to be the cause. Weapons like the M82A1 fire at such a high MV, that the bullet over penetrates the target without doing enough damage. After many weapon tests using both JHP/FMJ loads with and without a sound suppressor in Raven Shield, I have come to believe this is the case. I have also begun to think this may also explain why the FN P90/Five-Seven, after all we are talking about a muzzle velocity in real life that is nearly double an MP5s… lol.

And needless to say, when you have a weapon designed to deal a killing shot from over 800m away, having to hit them twice at 3m is kind of retarded if you are packing a gun big enough to kick the fucker on his ass, even if it doesn’t kill him (^_^)/.

I suppose I should just count myself lucky that RvS doesn’t screw up FMJ/JHP loadings as bad as SWAT 4 does.

Fun night on PG US (RvS)

Had IE2-M and a bunch of noobers, had to kick two of them before they would settle down.

I put up with them blowing the mission for a while.
I tried giving them a hand in the part most find ‘sticky’

Then when everyone else died, while I was forcing the obj. to remain secure: I gritted my teeth to an ‘oy’ and went about clearing the entire map….

It was worth being patient, just to show that an [SAS] man can kick some ass 😉

The wonders of Raven Shield….

Ok, not so surprising I slice ’round the corner, spot the X-Ray on the top of the stairs -> squeeze off a shot from my M16A2 on 3-round burst. Ok, no effect not even a flinch so 1ce more… 2ce more…. POW he shoots me.

The evil thing?

Trigger pulls -> 3×9 rounds should have been fired
Magazine -> 23/31 rounds remaining (on HUD)
Score board -> 8 rounds fired

the guy should have a least 7 holes in him, 9 if I didn’t hit the rail below the POI by some work of magic… but 8 rounds on the score board, with 0 hits to a slow tango rofl!!!!!

RvS action today

Todays RvS live op was a success, and I should be able to start work on the maps for the S4 op during the week. Spent most of the day between practicing in TG#1, did the LO, then we set it to Adversarial mode for some force on force drilling.

Rule #1, always get Nick first, haha!

I don’t care a great deal for survival / team survival mode, and I’m not terribly skilled at bomb mode; but I do love pilot mode and a full set of elements. Why, is because it makes you think rather then just kill stuff. Private Airport and Import-Export were especialyl fun maps. Nice to see though that the young troopers paid some attention to their training after all. Heh, that reminds me of a funny. We were on Team Survvial mode, off the banking house. I came ’round looking for some tangos, when I see someone laying prone with an AR in front of a n openning. Since we’re all on the same TS, I call out, “Hey whoevers laying prone …here… look behind you!”. The funny part, Hunter eventually got twitchy enough to do it, maybe felt me staring at him lol. So he stand sup toa crouch and turns around……. I squeeze off a solvo of Mac 9/11+SD into his helmet, but die leaving him gimped after Hunter opened up with his AR.

That’s when I learned, shoot them in the leg before they turn around, or just shoot them in the head 6-12 times instead of 4 xD

I also got to enjoy peaks, sniper fest and I was in the thick of it with my Walther WA-2000 magnum going head hunting. The sniper rifle is not something I use often in RvS, because I ___h_a_t_e___ having to fire 2ce to kill 1 tango at close range with a gun, designed to have a lethal knock down punch from hundreds of metres away! In the fighting on Peaks, I used 3 rounds per kill just to be sure lol. I always open fire and keep shooting the targets until they go down… and sometimes tempted to put two in the head before moving on, just to make sure we don’t get a frag rolling out after the fact.

Me and TF also went on a rampage in the Penthouse, 3vs2 and won hehe. Penthouse was always my favorite adversial map. Before I got into [SAS] stuff seriously, I spent over a year in adversarial play learning the trade. When I went back to Co-Op style, I embraced a more slow and methodical approuch until reaching the [SAS] Selection Course. These days, I know when to be slow, when the be fast, and when to shake, rattle, and roll.

A decent day….

Not a bad day, spent most of my time in Training Grounds #1. I turned off the aiming reticle again, so my accuracy is getting back up to snuff in RvS. Used to have it off all the time, but after getting back into SWAT 4, I turned it back on in RvS, for the consistency – since SWAT 4 won’t let me turn off the aiming reticle there in Multiplayer mode :-(. Really, I like playing without the reticle on screen; much more realistic. It also frees me up to just aim and fire insticively, rather then using the red micro-dot in the centre, as my point of refence. Instead, I see target, I hit target ;-). That’s basically the way I was trained, keep moving, go full auto, fire off short controlled bursts of 2~3 rounds and keep’em firing until the S.O.B. goes down for good. With the way things are going these days, I think the next generation of Recruits is gonna have it much easier then us lot did :. But oh well, I’m just an old fart at heart lol.

Got to enjoy some range work also, taking shorts at near my maximum effective range on DF_Compound, limbering up the ol’CQB and virtual CS-imunity on Box_Storage, limping through the Playground on razor-eyes detail <_<, and commanding a stealth element on Private Airport and MP Training; finishing out witha little more 'mixed' ops hehe.
No idea who set up the line up for this afternoon, but I really enjoyed listening to the Radio today lol. This one song in particular is really starting to grow on me, and a friend introduced me to an interesting band today… hehe.

Sigh, it’s back to work on Tuesday 🙁

Son of a bitch !!!

I just finished a little personal training time… MP Peaks, I snuck past the terrorists, killing only about 3 of them on the whole map. All the while while having XFire doing video capture, so I can analyze it later, moved on to later trainings and guess what?

No recorded files for any of the rounds played, combined with Xfire In Game (XIG) chat not working anymore in RvS, becoming more buggy in SWAT 4: TSS, and Xfire is getting to be next to useless these days.

[switching to mental log]

My first session was perfect…. I spawned, checked my weapon, made a quick scan of the safe house at insert. Then moved up the hill line, checking the hill line cautiously for snipers… matching my profile against the terrain to avoid sky lining my body -> tangos can see through trees, and shoot through them without having to worry about bullet proof snow >_>. Dropped on my belly prone and crawled up, noting the positions of 4-5 sentries on the opposite side of the bridge, crawled around using the parked car for cover. Checked out the other snow bank, it was a clear trip through that sector; except for a lone tango crouched in the snow, watching my approach vector. Positioned myself to recce the site lines of more distant threats… only one that might notice. Plugged the tango with a controlled pair to the neck, since I would’ve had to stand up (and risk being scene by him) in order to go for a centre mass or head shot, or choose to shoot his legs out… Not good in RvS, usually results in runners who are only limped once they stop moving lol.

Crawled forward and dropped into the ditch, when I noticed another sentry moving to investigate… I let him get close to the body, and plugged him, a quick look & see for any other threats, clear. So I moved up, keeping prone to avoid exposing myself along my 12 o’clock, and noting sentry positions along the way. All was going smooth, until I came to the crest of a small hill, and noticed a group of four sentries. One staring out towards the bridge, and three by a tree near a hill. No one looking at me, but one decided to walk a patrol, so I had to take cover pronto.

I watched the enemies patrol carefully to anticipate his movements, but kept out of sight. Once he settled into position, I switched back to advancing, noting the positions of sentries by the cottage next to my escape point. Luckyly there was just one in a position to see me; plus 1 or 2 on the hill where the patrol man was. So I slide down into a narrow part to avoid being seen, if that creep started patrolling my way! One final obstacle, a lone tango guarding the escape point – a quick double tap centre mass and head, tango down

Stood up to a crouch and moved closer to the cottage for cover, then quickly to the escape point (green smoke). Victory!! Game over, when finally a tango comes around the far corner of the cottage and see’s me standing there, so I abused the bug in the game, scoped on in full auto and emptied my mag into him lol. The game has a bug, that when the round is ending, you can scope on and hold fire at the same time, and discharge your weapon without doing any damage (tangos can fire free, since they rarely use scopes lol).

It was a perfect exercise to limber up my stealth skills, but unfortunately no video to analyze my game play, and try to find ways to improve :. When we heard about viacom acquiring xfire, me and a few friends started joking about how long it would take for XFire to go down hill, but it has been faster then we expected haha.

The moral of the story?

XFire is a piece of shit

Training Afterdark

A tad annoyed, been doing some of my private training in RvS. My times are almost a minute longer then my best, while that’s still quite quick (I set the time marker for 5min; and completed it in less then 3:45) it’s still very slow… I’ve always chose that map because of the extreme CQB. Did a couple good runs and even got time to bring out a variety of weapons: MP5/10A2, MP5A4, TMP, P90, Mac 9/11, and the MTAR-21. But I’m still very far from satisfied with my performance. I fear, that I am starting to get old :

Two things that really pissed me off, the P90 and my faithful P228 pistol. It’s like, you fire off a burst into an area the size of a mouth, the target is chest sized, so close that if it was real life, you could almost extend your arms and bayonet the S.O.B. But in RvS, it’s still possible to fire in bursts, watching the count of rounds fired increase: 2..4..7.. and guess what? Magically all of the bullets strike the wall behind the X-Ray, but none actually hit them… Leaving you with 44 rounds in a P90 and a dead body, that is not the enemy!!!

It’s total bullshit. Although, I must admit in RvS, the game has always given me a feeling that the rear sights are on target, while the front sights are aimed at your toes instead… Tonight was an unbelievably bad display on RvS’s part, I’ve never considered the games P90 to be deead on balls accurate but this was just a joke. I’ve picked off head-shots at range with the games Mac 9/11, and the P90 is dozens of times more accurate in that game.

The second thing to piss me off, is I shot an X-Ray square in the chest with a P228, 9x19mm Jacket Hollow Point round… Round penetrated and exploded the barrel behind him. While the JHP are still capable of penetrating tangos. I can’t help but wonder, why a 9x19mm JHP round from a P228 will do the trick, when a FMJ 9x19mm round from my MP5A4 wouldn’t.

What irks me even more so, for “training games” we used to round people up, go find explosive barrels, and take turns shooting them. Walk up to the barrel, fire a round (or two), and run off before the next Rct tries it. Often we use the 5.7mm AP Army (FN Five-Seven) because RvS gives it less stopping power then some SPITBALL from Romania! We’ve also tested with 5.56x45mm weapons and various 9x19mm pistols using full metal jacket rounds.

The concept that a P228 firing 9x19mm JHP can be more dentimental to a (thick skinned!) explosive barrels contents then the G36K’s 5.56x45mm round, just begs for a physicist to explain these ballistics >_>

Geeze, why can’t they ever make a *decent* tactical game that is realistic?

Rockin’ and Rollin’

Spent most of my day working on a couple of flow charts for tomorrows project meeting. I really wish I had the time to setup a proper presentation but the most important stuff is ready. If all the concerned parties are on time, we should even get done fairly quickly I think. I’ve had concept work and test cases stuffed in my brain for the past 2 or 3 days but no real time to sit down and work it out. I think, if I see another flow chart, I am gonna kick something. I’ve found Dia quite nice for doing simple diagrams and charts, it’s enough like GIMP that the learning curve is almost null. It could do with a little more refinement in spots but hey, if it lets me get stuff done in a fraction of the time… I can put up with the stuff I don’t like (mainly to do with text operations).

I’m working on it in my spare time, after work, after [SAS] operations, and along side my own projects, so effective use of my time is a plus hehe.

Some good news in [SAS] finally hit, I’ve been waiting for awhile now… But it was well worth it, seems several great NCOs are leading the charge in the indicated direction. I’ve left the details to others, since the emphasis was on getting it “done” rather then doing it well, and I’m just the schmuck who will probably have to deal with any later maintenance lol. But at least it’s done….

Managed to get a little bit of RvS time in, I think my recent expedition into the SWAT4 server has thrown my movements off. In RvS, things tend to act very fast and chunky but in SWAT4 they tend to feel much smoother, if slow by comparison. I was rather surprised to have around accuracy rankings in the 60s of hit percentages. While I rarely miss in SWAT4, RvS requires more, should I say. “Shoot the fucker, shoot him again, and shoot’em some more” in order to combat latency and super tangos. RvS is nice in that 2 rounds will drop almost any enemy, if you can get the blasted hits to register cleanly over the network.

In the course of my days web surfing I found an interesting language, called erlang. It looks like it would be worth poking around, I just wish I had the time :-(. But I’m just to busy with other stuff and can’t offerd to “cram one more” language between my ears… Rubber banding between C, C++, PHP, Perl, and Bourne for a couple days is, uhh.. a bit odd :

I really do like to learn different languages, the only problem is time spent inhaling documentation and memorizing syntax / interfaces. Much of my thinking i fairly language independent, so I really don’t have trouble picking up other languages. Python for example took a couple of hours at the most and ~2 days of “play testing” it on light problems before I was comfortable using it on a more serious project. Although I do admit, when it comes to expressing ideas I do really draw upon what I know.

For expedience of expression and to actually be able to read it at a glance. I’ll often mangle English and common constructs together, forming a document local style of writing whatever pops up often. Basically writing it in a way that just lets me say what I need to remind myself of later, and read it quickly when I do have to look stuff up. I can usually read things at a fairly quick rate, my eyes scan it and break things down, parsing it into the elements I comprehend and working on the rest as I go along. So the strange code-lish style writing usually speeds things up, since my eyes can parse the flow of it more readily then a few extra paragraphs of contemporaneity English, which means I can also “home in” on the parts of interest and quickly discern what I need to read and what I can ignore when grepping my text.

Sometimes, I wonder if I’m just mad as a hatter lol.

Opinions on tactical FPS

Rants, Rambles, and Raves… On Tactical FPS games

From a person who has been gaming since he was in diapers, using a Nintendo, and all the way into the future.

More realistic ballistics:

In old times, weapons were little more then you hit target, you do damage. And each hit from a given weapon doing so much damage, like 10% of life bar per bullet from SMG, 20% from rifle, Which is a piece of crap to start with, even by modern standards. More modern implementations might take into account mass, velocity, and hit modifiers.

Objects are generally boiled down to objects that can be penetrated and objects that can’t. In Raven Shield they take it a step even worse, an object that can be penetrated is usually limited to a destructible one. I.e. a bullet may penetrate a pawn (rainbow, tango, hostage), a window, or a door. But it won’t go through a carboard box, a cereal box, or wood fence, because these are all “solid bullet proof objects”.

When a bullet hits something, the mass of the bullet and the velocity it hit at should be taken into account along with the type of material hit and the density of it and the bullet. For example compare trying to penetrate a strong tungsten alloy and a tin can, which takes more punch?

SWAT4 essentially operates on the concept that if an object may be penetrated, the bullet has M mass moving at V velocity used to calculate it’s momentum. While the object being hit requires a certain amount of momentum to penetrate; if I looked deep enough into the games SDK, I wouldn’t be surprised if “momentum” was just a synonym for velocity to the developers… When the momentum is exceeded, the the damage caused by the bullet on it’s way through is modified by a modifier range or factor of how much damage it can still do.

What should really happen, in my opinion?

There should be several types of impact material, e.g. liquid, wood, concrete, metal, plastic. The idea is pretty simple, let’s say you take a gun and fire into a pool of water. For an object to occupy a space within that water, it has to displace the same volume of water out of it’s way, to move through it, it has to keep displacing water out of the way. Shooting through block of wood that is as thick as the water (e.g. same volume of) works about the same way, but the density is different, taking more force to displace the wood out of the bullets way in order to ‘penetrate’ the wood.

For the sake of performance it would make sense to have several known (common) densities with known properties and tune accordingly. It would still fall short of accuracy with the real world but make it easier to apply ballistics to all objects within the game.

The biggest problem with ballistics in modern FPS games, they continue to use the “can penetrate” and “can’t penetrate” stupidly…

Proper damage models:

Shooting a the representation of a human in a tactical FPS should have similar effects to the real world. Most often, you get a set of hit boxes based on superficial anatomy. A head, a torso, arms, legs, etc. And if your lucky a modifier that adjusts damage done based on the hit box, e.g. head shots fatal, leg shots minor damage or something like that.

I think they should take it a step further and apply more things based on the hit boxes. For example, why not take a leg? Break it into 4 hit boxes, the foot, the crus, the knee, and the thigh. If the target gets hit in any of the leg hit boxes, they should die! Bleed to death or fall into shock awhile later maybe… but not die out right as in games. Getting hit in the crus or the thigh should effect ones ability to walk, getting hit in the knee or the foot should probably force the target to crawl instead of walk.

The torso should be split into h8it boxes based on internals, the “general torso”, the heart, lungs, maybe the kidneys, e.t.c. A human might be able to survive several shots to the chest but I would think a double tap to the heart would have more (quickly) lethal effects, even if not as much as going for a T-Shot, I would think it more likely to disable the enemy in the sense of more games, and kill the target more readily.

Compared to games like Raven Shield (last patch) where it doesn’t really matter where you shoot a tango, just hit them 2ce and they are as good as dead, pardoning latency and the FN Five-Seven. And SWAT4 where the only side effect is it pays to follow the Mozambique drill — just to do enough damage quickly to put the target down. While in real life, the idea is if the double tap to centre mass doesn’t stop the target, taking down their nervous system will put’em down for good.

Weapons Attachments and kit restrictions:

I think AAO:SF has the best in terms of realism but makes for a too oft abused configuration, M4 with aimpoint + suppressor + M203. Raven Shield limits you to one attachment but that sucks, especially since it makes weapons like the AUG, SA80, and G36K more powerful (built in scopes) — further pissing off people who know about the Tavor Assault Rifles!

I think the proper solution would be to allow 2 attachments for all primaries, such as an barrel and an receiver attachment. So using the M4A1 carbine as an example. One could have an M4 with a scope and a suppressor or with a M203 and scope but not a bipod and a suppressor or an M203 and a suppressor, e.t.c. That would at least keep it fair.

Load outs, I really think a merger of the “package” and “individual” item ideas would work. For example, so many slots, like something like this:

Player Kit:
— Primary Weapon = None | SMG | AR | SG | SR | LMG | LAW
——— Front Attachment: None | Suppressor | Grenade Launcher | Bipod
——— Rear Attachment: Default sights | CQB scope | Magnifying scope | Night scope | Laser aiming module
——— Ammunition: FMJ/Slug | JHP/Buckshot
— Secondary Weapon = None | Pistol | TASER | Special
——— Pistol Attachment: None | Suppressor | Laser aiming module | Tactical light
——— Ammunition: FMJ | JHP | Cartridge

— Specialist item = None | Binoculars | Radio | Laser designator | Night vision goggles | Spy gizmo | Gas mask

— Demolitions item 1 = None | Breaching shotgun | Door breaching charges | Plastic explosive | Satchel charge | LAW ammunition | Breaching hammer | Breaching bar

— Protective Gear = None | Light | Medium | Heavy

Where light = Level IIIA, medium = level III, heavy = level IV on the NIJ standards.

And allot like 3 or 4 slots for grenade “packages”, say 3 slots holding a “two pack” of grenades.

— Grenade slot 1 = None | 2 x Fragmentation | 2 x Flashbang | 2 x Smoke | 2 x CS Gas
— Grenade slot 2 = None | 2 x Fragmentation | 2 x Flashbang | 2 x Smoke | 2 x CS Gas
— Grenade slot 3 = None | 2 x Fragmentation | 2 x Flashbang | 2 x Smoke | 2 x CS Gas

Which in my opinion would be the most flexible and much faster then having to equip each slot individually.

Breaching methods:

Ballistic breaching with shotguns, any shutgun capable of destroying the door and frangible breaching shot as well — in effect making hinge and knob side breaching possible. Explosive breaching with any suitable explosive, as well as dedicated door breaching charges, using shaped charges to blast through doors and windows, etc. Mechanical breaching with bars, sledge hammers, and even fire axes that just happen to be sitting handy.

The ability to break down doors, blow up walls, come crashing through windows, is just a requirement. You can’t have a tactical game unless you can conduct a full breach. Not having to use the “door” is also more realistic, why send everyone through one door… When we can sneak a team into the next room, frame charge through the damn wall. And employ snipers to pick off X-Rays through the windows — after coordinating kill zones ahead of time that is.

Vehicles:

One of the big problems with games is the “vehicle” selling point. In games like BF2 or Halo, they often become the gods of the battlefield, you have to use the vehicles to win.

By nature of things, vehicles make good transport and are very useful. But have to be controlled to avoid them becoming all powerful monsters of destruction in adversarial games. Having stuff like personal motorcycles and dune buggies or HMMWVs for transporting troops would be nice.

What I would like to see is AI controlled support vehicles that can be called in by team leaders using a “radio” item. So for example, a squad leader could call in an attack helicopter or a gun ship and have it circle in a radius overhead, attacking every enemy in sight.

To make that even sweeter, in some maps the enemy could have AAA and shoot the thing down !!!

That would open up so many possibilities, such as vaulting a few DPVs into the target area, send a group/groups to secure the objective, while the other members of the patrol set up a parameter, guards the cars for egress, and calls in a few helo’s for backup. The possibilities for hit and fade runs are infinite when that is combined with a map editor…

Game Types:

Round based Cooperative, following “mission” and various special coop types, e.g. search and destroy, recon, hostage rescue. Round based and respawn based team death matches in “objectiveless” team with the most points wins, capture the flag, and search and destroy games. Heck, you could probably convert coop levels over for use as player Vs. player missions by using some form of squad based spawn points for the defending team.

Mission Planning:

It’s imperative to be able to play the mission ahead of time and adjust in combat. Raven Shields F4 map sucks horribly but at least you can draw on it. A real planning map that can accommodative multiple floors would be perfect.

Team leaders need to be set, teams organized, mission objectives reviewed, and assault teams synchronized on their objectives.

Human Capabilities:

People can walk, run, crawl, roll, jump, e.t.c so why why not do like wise in game? One of the most annoying thing in Tactical FPS games is when you get killed in one of those, “I could have just … like in real life” moments. Walking should be quick but not to quick, watching a SWAT team on the moves a perfect example. Running should be quick and really jumble your aim around. The ability to crouch and crawl is a requirement IMHO, and on top of that. When going prone while running or dashing, one should go into a dive.

If your walking and drop to the ground, odds are you want to get on the deck eh? But if your running like a bat out of hell, odds are you might not want to stop where ya are and lay down!!! I think to avoid the bunny hopper problem, jumping should be limited to a very short height and while running, just enough to be useful, yet realistic for someone in ~15 plus kilograms of combat gear.

That would allow one to still move quick, jump quite short heights, and avoid the usual crap of not being able to jump at all, because nubs and pansies abuse it so often online.

One thing I would really like, is a special “physical” action button. One that changes what it does based on the situation, whne close to people, go for a rifle butt/pistol whip/CQC attack, when close to objects, try to push, throw, kick, or otherwise employ them. Such as kicking a chair across the room or flipping a table over — be versatile.

Team Organization:

It should be kept simple, AAO is a perfect example. Platoon leader, Squad/Section Leaders, Squad members. I think it’s useful to occasional have specialists but when it goes to the extent of say, BF2 or other class based configurations. I think you really loose all of the flexibility gained by having a tactical FPS modeled on anything beyond the general infantry…

Kit selection should define specialization options, not soldier “class”.

A perfect example, in RvS if we need more grenades, we bring more grenades, if we need a demolitions man, we bring demolitions! We don’t limit the demolitions man to a special class, we equip for the job. I think SWAT4’s split of grenades, breaching, and protective gear is the right style but the devs chose to divide it wrongly in terms of a Tactical FPS. But for simulation of Police SWAT environment, quite well since there are less, uhh… Fun toys to play with in most police departments >_>.

Graphics and Performance:

An Intel or AMD chip with performance comparable to a Pentium 4 in the 2.0-2.2 Ghz range, 768MB, and a 256MB Graphics card supporting OpenGL or DX9 decently would be an ideal minimal spec IMHO.

If you have a super gaming rig, you should get what you paid for within reason. If you only have a common gaming rig, you should at least be able to play the game smoothly with lower graphics. Games should look as *nice* as you can make them on your hardware but you shouldn’t need a $300 graphics card and double your RAM just to play.

Hell, a good make of GeForce 6800 is dirt cheap now and one of the best graphics cards of it’s generation.

Communication Functions:

Text chat, V-Commands, and Text Macros.

Text chat is the lowest common denominator of the internet, and most games require a keyboard and mouse to use properly ^_^. Pre recorded Voice Commands like that used in MOHAA, RvS, SWAT3, SWAT4, BF2, and such are great. The only problem is game developers almost never choose decent stuff and many gamers never bother to use them.

V-Commands should be a quick pop up menu and issued through keystroke OR mouse gesture and drop a HUD or on screen indicator that says WHO, WHAT, and WHERE. Like in SWAT4, you can see a marker of WHO issued the V-Command, you can hear the WHAT part, and when orders are given you can see the WHERE part marked on screen.

In game VoIP has always been a pile of shit, no matter what game that has implemented it, it has ALWAYS been shit. Striking a deal with the TeamSpeak or Ventrillo people for a dream-team setup that allows the game to auto-join certain servers/channels from in game or when just joining the a given team on the server.

I’ve always liked TeamSpeak because its channel commander feature offers a lot for serious team gaming.

The ability to record text macros in game, without having to use keybinds like in Unreal 2 games, I think is something every FPS should do. SWAT3 is one game that really got it right, text + sound bites. Although, being able to open your configuration data in a text editor and adjust things to taste is, like the hugest perk ever created.

User account and Points / Rewards system:

Having any kind of spend your life playing this game and racking up kill points, and we will reward you with unlocks. Is just a crock full of shit, it’s a marketing gimmick to make you play the game longer and an excuse to sell you expansion packs that add features that, often in my experience — should have been there in the first place. Or freely able to be made by a modding community.

Game Mods:

SWAT3 was perfect, download ZIP file, copy ZIP file to folder, flick the on/off switches for what mods you wanted to play. Launch game, and play. The mods you had on got used when hosting the game but when joining OTHER peoples games, WITHOUT RESTARTING. The game would load the required mods for joining other peoples games, as long as you had them installed.

That is the way it should be, having to restart the game to swap mods or worse, having to use a conversion utility (e.g. MW4:Mercs) are just piles of crap, unless of course. You want to appear to be a company that would rather lock people into buying expansion packs or sequles that your not obligated to make, rather then letting people extend what hopefully is a decent game, and make it better!

User Accounts and Anti-Cheat:

The games got to have some way of ID’ing users uniquely, PB generally does a decent enough job of it. While I don’t care much for PB, and in fact have never had much use for it as anti-cheat (aside from the spying part). It does do one good thing.

It helps enforce server policy.

Level Design:

Missions need multiple ways of completing it, unless the game is a “quickie” that you’ll play once and then chuck on a CD-Rack, which means there is no point in paying more then ~20 bucks for it.

Problems should be approachable from many different angles, there should be multiple paths available on most missions. Objective and enemy placement should be able to be randomized, one of the greatest things of early SWAT3 was that the missions placed some “mission” specifics in a normal set of spawn points, then placed other stuff in more random locations. No playing from memory, you know X, Y, and Z are choke points, you know hostages may be on Level 2, but only the machine knows what you will find in between ^_^.

HUD:

A customizable hud, the ability o change colors and whats on it works best.

The ability to have a small tactical map or SAI like element is ideal. Having helmet cameras and UAV feeds available and the ability to reorganize the HUD and toggle cams on/off based on position in the team — is even more fun 😉

Cross hairs should be used but be able to be disabled (I for one prefer no cross hairs on my HUD, unless I’ve got grenades). Iron sights and scopes should work on every weapon available but allow for proper shooting. In CQB, you don’t aim with the sights for every shot, learn how to use the weapon.

When it comes to ammo counts, I think the traditional rounds in the magazine counter is nice, although not really necessary once you get used to how the game tunes the rates of fire. What is important is knowing how much ammo you have left. I love how SWAT4 implements it, you know how many rounds are in your current magazine. You can see how many magazines you have on the HUD and how “relatively” full they are. Magazine based ammo tracking is much more accurate the the old NNN total rounds remaining ammo counter anyway.

I think moving some features that would really improve the value of a HUD, into a separate “PDA” screen would be useful. B ecause then one could really stretch things to realistic limits, targeting people like Robocop or a T-800 are a bit futher off for most troops in the 21st Century.

Recent activities.

Havn’t had a lot of spare time lately :

Survived my 20th birthday on the 20th, makes me wonder if I’m starting to get old in my own way lol.

My brother called and wished me a happy birthday, was good to talk with him even if I had to put up with a ‘lecture’ 8=). I know the old axim is “those who can’t do, teach” but in my families case it is lecture >_>.

Night before my birthday I managed to polish off one of my favorite burgers from Ruby Tuesdays. I remember the first time I had one, hehe a few years back I was the only guy involved in a project. So the girls had to throw a birthday party and what else but The Ultimate Colossal Burger xD

They always did know how to throw a party lol.

Ma also made 2lbs of Chili, so I’ve been feasting on that for the past couple days, hmm now that I think of it.. A little chili would hit the spot about now ;).

I spent most of my birthday eating, sleeping, and coding — three good things, especially since sleep is a premium for me +S. I ain’t done much of anything in C++ in about 3 years, sad considering November will be my fourth anniversary. But I’ve really been enjoying the C++/Qt4 work of late, even better I’ve got suitable development environments on my laptop and desktop. Lunch was a trip to the best all you can eat joint in town, so that went well hehe.

Still, it’s all overshadowed by one thing… But I guess that’s a different subject.

I’ve managed to get a bit of training in this weekend, been concentrating on the fundamentals of room clearing for Jonsi’s training. One nice thing about teaching it, I’ve been doing it enough in the virtual world, that I parts of it flow into the real world lol.

Ok, so is it that bad if you tend to stack on doors and button-hook entries ? haha

Started work today on a diagram for a new swat4 map, The [SAS] Killhouse Redux. I’ve got over 25 rooms and two floors with concepts for adding another wing on the first floor. What I like the most about the design, it’s trivial to build it in bits and pieces. Level 1As first wing, then the other wing or Level 2A, etc. My original “dream” for the ultimate training facility included like a 5-6 floor shooting house but no map maker got into the project.

The only big problem is me and the Unreal Editor used mix like water and oil. I should be happy though, as crappy as SwatEd is it really is less bothersome then the UnrealEd build shipped with Raven Shield. Although I’m more used to the Rvs build… At least the S4 one doesn’t crash so often!

I can do almost anything I set my mind to, it’s just a matter of time. Tomorrow I need to inhale one of the tutorials and set to work on more of the map. The main problem atm is adjusting the objectives, although I reckon I could always make a room in the middle of no where full of tangos lol. The old [SAS] Killhouse in RvS that we used to use before I even got here, had a lone tango hidden behind boxes. But that was more so because of issues with the game design, Swat4 is a little less, ehh irksome.

Today I also got some time on the SWAT4:TSS server for the first time in a good while, I really miss that game lol. The only bad thing I can say, is the MP5s don’t support full auto. I’d rather have a trusty MP5N but hey, the devs had to make it more ‘balanced’ :. The UMP.45 fires at about 300 RPM on their own scale and on full auto, while the MP5 is limited to three round bursts as respective alternatives to semi automatic.

I really prefer full auto because I can control the bursts. In RvS, I often like to use the MP5/10A2 because the way it was implemented. You can’t hit shit past about 30 metres and if you fire more then 2 rounds at a time, you won’t (consistantly) hit shit to start with ! The FAMAS G2 also has such a high rate of fire, that it’s great fun to put on full auto and try to fire one round from it per trigger pull.

SWAT4 has one of the worst simulations of ballistics I’ve ever seen but, Rvs has good shooting but the worlds most unreal physics.

Tomorrows plans, map making and training ops. With how long it’s been since I’ve really played SWAT4, I think I should take some drill time to work on my usual reflexive plan.

3-round burst to centre mass then follow up with a double tap or another burst to the noggin.

Me, I fire a lot of rounds per kill — because I keep firing till the f****er goes down. The advantage of video games is, once they die they start to fall over dead (realistically or not). The disadvantage is unlike the real world, getting shot doesn’t have much effect on the enemy. At the best you might jar their shots (rvs) or stun them briefly (swat4) for another follow up shot.

What I really would love to do some day, is set up sensors on the monitor and a laser pointer on a model weapon. And have the sensors on the screen detect the movements of the laser beam across their own beams and use that to generate mouse movement-input for the operating system.

That would make aiming a lot more reflexive then a mouse lol.