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Thread: Fluidity and the general flow of gameplay | Forums

  1. #1
    One important thing in Rainbow six is the fluidity of the movement. I really think they dropped the ball with that on lockdown. The movement didn't flow. YOu had to stop to crouch, you had to slow down to zoom or go to iron sights. The whole movement was chopped up. How about you can run while zoomed in, but there would be so much scope bob that it would be useless to run, yuo wouldn't be able to see where you were going. things like that. What does everyone else think?
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  2. #2

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    Ironically, Lockdown's primary tribute to realism was that didn't allow one to run while scoped. When in scope mode one was forced to slowly walk. I suppose they could permit scoped running with the "bobbing" effect, but maybe being able to switch to ironsight view would be more practical. (Probably have better chance of hitting something going full auto with your eyes closed anyway)
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  3. #3
    R6 Council Member SAS_Shield's Avatar
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    i agree with what rage posted about the scope moving around so much it would be useless. that could work
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  4. #4

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    Originally posted by SAS_Shield:
    i agree with what rage posted about the scope moving around so much it would be useless. that could work
    .... but why would you want to be able to do this if it's useless? Either force players to slow down (LD) or stop altogher (COD) when scoping makes more sense. Running while scoped seems about as sensical as scratching your back with your elbow.
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  5. #5
    Originally posted by RAZE_672:

    .... but why would you want to be able to do this if it's useless? Either force players to slow down (LD) or stop altogher (COD) when scoping makes more sense. Running while scoped seems about as sensical as scratching your back with your elbow.
    Because the bigger issue here is gameplay balance vs. realism and allowing the player more freedom while at the same time discouraging an unrealistic exploit.

    Running while scoped is highly unrealistic and was a glitch left over from the original Unreal Engine (Unreal Tournament I) which allowed you to run around freely with the sniper rifle while zoomed and have God-Like accuracy. That's fine for an instant respawn, DM/TDM/CTF type game... But not a game that supposedly is based on contemporary realism and tactics and is one-life-per-round.

    What Rage is suggesting is allow movement while scoped -- Because what LD did was prevent even MINOR adjustments when scoped or leaning -- But in a way that discourages using the exploit described above.

    In the end, it all comes down to game design and programming... But the fact it has been confirmed (more or less) Vegas is going to use the Unreal 3 engine, there is a very real possibility this glitch will still be there because it hasn't been taken out in ANY of the Unreal Tournament games since the original one.
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  6. #6
    What about an automatic slowdown when you scope in? Say your running, you hit the scope button, and your character automatically slows from the run to a slow walk?
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  7. #7
    No! No slowdowns or movement contorls/restrictions of any kind!!!

    I completely agree with you Rage.

    The truth is: it is possible to run whilst scoped and it is possible to fire but the chances of hitting something are very slim. The fact that scopes show a magnified image and a small visisble circle will really decrease chances of hitting targets. Red dot sights however have larger viewing areas than your average crosshair scope. It is quite easily possible to run whilst viewing through a red dot sight and even hit the target.

    An adjustment to Rages post:
    Just because your scoped whilst running, doesnt mean your bobbing up and down anymore than if your not scoped. The fact that your viewing ahead through a magnified lens will show you a smaller area. This means that it will 'seem' like you are bobbing a lot more. My suggestion is a lot of bouncing whilst scoped but this bobbing should be greatly reduced whilst using a non magnified red dot scope or iron sights. This would be a cool feature. Take a scope for a bit more accuracy when moving at a slower more careful pace or a red dot sight with no zoom ability for run and gun assassins (like me)
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  8. #8

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    The truth of the matter is ... that if one is looking through a scope while running the only thing that one has any chance of doing is making noise and/or tripping over something. The same goes for red dot scopes. It's realistic for an idiot to attempt this but not for an elite counter terrorist agent. The latter would either slow down or stop to take a scoped shot.

    Shooting from the hip a la counter strike is probably what your really talking about with regard to "realistic" running and gunning. Works really well for the action shooters. Too well.
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  9. #9
    The issue of scoping and what you see in video games has a lot to do with how video games depict your FOV (Field of View).

    Human beings see in setero. We have two eyes which converge to form a 3D panoramic view. Video games, console and PC, have a flat, 2D screen on which to try and render the same thing... And they just can't for all intensive purposes.

    What we get is the screen either representing the stereo view most FPS like Counter-Strike use, or when we scope-in it becomes one eye and our FOV is narrowed to just what we see in the scope.

    The problem arises because of the invention of Holosights which allow soldiers to fire with both eyes open without having to aim down the front and rear sights as accurately... Because FPShooters can't model what you would really be seeing from this POV when indexing (engaging) a target.

    A true representation of what is seen using a Holosight would be the weapon model itself directly in the center, bottom half of the screen with the Holosight slightly below the middle-half of your screen where the red dot would allow you to aim and hit targets properly -- And even this still isn't an accurate representation, but it is the best that can be done on a flat, 2D surface.

    Therefore, the running while scoped argument is null because it is not an accurate representation of your FOV to begin with, let alone no one could run around with one eye open and be rock steady like Raven Shield depicted because it was in fact a programming bug left over from Unreal Tournament.
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  10. #10
    rvs did it right

    stop crying cause its nto realistic

    realism belongs in real life

    not in games

    you need to just realize no game will ever be that realisitc, it just wont be fun if it is.

    i can get paid for realism in the usmc or amry.
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