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Two new guns and we talk about our endurance mechanic!

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Hello folks!

It's time for another update!

Today we talk about our complex endurance mechanic:
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Endurance will add strategic gameplay and depth to player movement, and was born from the idea to mimic real-world tactical movement (cover to cover advancement) while adding decisions and realism to the game.

What it does is limiting movementspeed, your ability to sprint, and influence your aiming / gunplay.

Sprinting and even walking, drain endurance.
Standing, crouching or walking crouched regenerate endurance.
Aiming down the sights for too long also causes arm-fatigue.

Being out of endurance causes heavy breathing, making it very hard to keep your weapon
steady and will slow you down. Ever tried holding something steady after sprinting a longer
distance in real life? You can't.
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Managing your endurance in a smart way is key to survive.

As practical example, you could either walk and sprint a short distance and rest for a moment to be fully ready again, sprint for a longer time and hide at your destination for a longer break, walk while aiming to be combat-ready with little endurance loss, or advance in a steady crouch and be 100% prepared with full accuracy, while being an easy target however.

Arm-fatigue on the other hand is to add more realism and keep the balance between holding a position and moving around, effectively countering camping and staying on a spot for too long.

On a side note, endurance will have a stronger effect in our ranked gamemode / queue than in
the normal matches, making ranked even more tactical.

Oh and here are our 2 first SMGs:

The classic Israeli medium-sized UZI, which you may have seen already
and the fabulous Italian M4 Spectre, both firing the 9mm Parabellum round with 575 & 850 RPM.

All rendered ingame of course. What you see is what you get.

As always, we would like to hear your feedback. So please DO let us know what you think:
We do listen.

(3D Artists / Environment , Character / Animator / SFX / FX - Be part of the team!)


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Tuiz
Tuiz - - 26 comments

I like the 'Endurance idea...

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HaMM4R
HaMM4R - - 77 comments

Guns look really cool. Not sure about the whole endurance idea though. Stamina for sprinting and jumping makes sense, but the arm fatigue seems silly to me. It seems really counter intuitive to punish people for aiming in a game about aiming. Its like imagine if you play a racing game, and they make you stop for gas in the middle of a race. I don't really see how that makes the game fun. Also, walking draining fatigue seems silly also. Walking IRL barely does anything to stamina. If anything it regens it.

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gty14
gty14 - - 217 comments

Aiming down the sights for too long also causes arm-fatigue.

If you have ever been airsoft, you will know what it feels like to constantly aim. Your arm starts to ache then you have to drop you aim for a min or so. I usually kneel down on one leg and use my nee as a makeshift bi-pod. I would expect this is so people cant just aim down a corridor and shoot anything that moves.

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HaMM4R
HaMM4R - - 77 comments

I have done airsoft many a time and I know that it does happen, but in this case its about what is fun rather than what is realistic. Basically the game is forcing me to never aim and never walk because if I do my aim with be shite. Doesn't sound very fun to me or very FPS like to me. I would sort of understand if the main way of firing in the game wasn't aiming, just like games with sprint stamina, the main form of movement isn't spriting (its walking) so there isn't really much of an issue but when you have to aim to be accurate, being punished for aiming seems silly to me.

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mainardy
mainardy - - 153 comments

For me i think that this arm fatigue and things like that in FPS is not good... i think that an fps game should be more about skill! and if you want realism you cand add the possibility for mods... but i think that ranked matches should be more about skill... and if you see CSGO matches they are all with the same conditions (only the money could be different) and the game can be tatical at the same time!

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BM_Eric Author
BM_Eric - - 14 comments

Good to hear your input guys! We think its all about the numbers and balancing, and there will be a lot of testing, and if it does not work out, it will be changed accordingly. Arm fatigue would kick in at a rather long time standing still and aiming at a spot, and when it does, it will just start draining endurance aswell, not prevent you from aiming.

While the endurance mechanic promotes a more tactical movement, it also promotes camping a little, and this just counteracts that a bit. Its no huge gamechanger, unless you want to camp a single spot for a long time ;)

Theres a lot of time for iteration on it, and nothing is set in stone if something should not work out as planned. Walking will either drain no endurance (But regain none neither) or drain it just very slowly. Don't worry, we are not going to glue you to the ground ;) Its all about having a fine balance between advancing, taking risks and observing/aiming, to not make the game a camp or a run and gun fest.

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HaMM4R
HaMM4R - - 77 comments

Good to hear. I do have one thing about the whole getting away from the camping thing. What about snipers? The whole point of a tactical sniper is that he sits there and aims. Will having like a bipod couteract this?

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Guest
Guest - - 687,512 comments

I believe there should be a specific game mode for people like HaMM4R Who want a more of less realistic or "call of duty" approach. Just to make a few more players happy. And by the way the game looks amazing. I would love to see a video on it

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Pe†eR-KuN
Pe†eR-KuN - - 1,785 comments

Need Some CAMO Texture Artist? for more Variety?

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