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Re: Blood in FH2? Blood Umm hows this going to make gameplay better, I would rather more work go into skins! |
Re: Blood in FH2? i think it would make it visualy better and funner, i dont know i jsut love seeing games with gore like SOF haha now thats some crazy shit. |
Re: Blood in FH2? I'm for blood effects and some gore as long as it's appropriate. A grwnade is not going to blow a leg off in most cases unless it's right under the person. Even then maybe just a foot. Artillery does no decapitate in most cases, all it will do is send you flying a few feet (not several miles like in BF2 Vanilla) and fill you with shrapnel. To do that we need realistic weight to the characters and realistic force values for explosions and such. Bullets should produce decals on bodies in the form of wounds. Maybe even some blood on the ground. But nothing extreme. If it's done, make it subtle. I don't want to be walking in a bloodbath by the time 5 minutes has passed. Again, realistic ragdolls are key. And they are possible with some edits to the physics engine. And for gosh sake, when a guy dies, leave his equipment on him. He shouldn't just magically undress out of his "kit" and leave it it some bag. All his gear should stay on. |
Re: Blood in FH2? i think he should drop the weapon he was holding, such as they do in most FPS. or you can have a thing where you strip the guy, but it takes like 5 seconds to do so. |
Re: Blood in FH2? If you get shot in the throat there should be blood shooting up:) |
Re: Blood in FH2? Blood should only spurt up if you hit the artery, which is quite unlikely and differnt collision zones just for arteries are practically impossible. I think most of your ideas are simply too much work and not worth the effort. I say just leave it the way it is. |
Re: Blood in FH2? Quote:
Random number generator + a set threshold for an event to happen, and an equation to get the right distribution of outcomes. It could for instance mean that a Boys-ATR could knock out a KT every one billion shots at the front armour, while a KT could hit a sherman straight on in the rear from 0m, and nothing would happen every one out of a hundred thousand shots. I believe that a system based on probability would simulate freak events better than a fully "raytraced"-system, because that "raytraced" system would have a set of rules it could not deviate from, and those rules would be written by people. Also the probability system would be very processor efficient, compared to the alternative. |
Re: Blood in FH2? Quote:
I also had a friend who was assigned to an amphibious assault ship back in the mid 80s (think it was the u.s.s. guam) and he said they'd take old 50 cal ammo and fire it off when they were at sea -- they'd throw garbage over board and when sharks would surface they'd shoot them and it would just blow big chunks out of them. |
Re: Blood in FH2? Quote:
If there were to be any blood or gore, please do whateveryone else said; keep the blood at a realistic level, and if you get hit with an artillery shell or get blown up in some method, please no (or not much) dismemberment. If I wanted it to be that real, I'd go back in time and fight it myself. |
Re: Blood in FH2? there is dismemberment in real life, stepping on a mine can blow your leg off. if a nade land right beside your foot, you can probably say good bye to your foot, and i think if an arty shell lands right on your or right next to you, your not gonna be walking home. |
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