Jester

Human Character Mechanics

5 posts in this topic

Here is a basic overview of what to expect from our weapons system.

 

  • Weapon attachments and ammo types

The attachment system is pretty surface level, you will be able to use different scopes, suppressors, lasers/flashlights, etc. Although, there will be different ammo types and variations. Such as caliber (different weapons), things like the full-metal jacket and hollow point, and even variations in shotguns such as buck or slug. The system will be greatly expanded upon and will give players the feeling of being tacticool
 

  • Leaning

We have a leaning system that is automatically used when looking over a corner, instead of the typical Q and E keys. It will allow for more fluid motion in tough environments and feels more natural. And we even plan on implementing a "free look" system.

 

  • Holstering

We plan on making a system where you can attach sidearms to physical holsters and so on, we already have it so you can sling your rifles/sub guns/shotguns on your back, but we really want to expand on this. There will also be a safe "firing mode" where you keep your finger off the trigger and point the gun downward. We also want to make a system where if a teammate walks in front of you, you also point it down to avoid a mishap. (To put it short, we will have muzzle and trigger discipline.)
 

 



Here are the general aspects of your human character.
 

  • Checking

We will now be having a typical HUD (Heads-Up Display), we will make it so in order to know your health, you will have to check your medical condition (e.x. blood loss, vision, lacerations, GSWs, biohazard contact, etc.) You also will not have an ammo counter, you will have to count your shots or pull the mag out and check it in order to find out. 
 

  • Inventory

The inventory is going to be battle royale/survival style (with our own twist) with drag and drop functionality. It will handle clothing, armor (heavy and light), consumables, weapons, attachments, etc. It will also have a 5-box hotbar for easy item access (fades away when not in active use). The more you carry, the more your character's stamina drains. Also, carrying noisy items will make you more of a target for being heard by enemies, even weight itself will make your footsteps heavier. Although, if you want to be stealthy you can always take your shoes and clothes off! Freak. 
  

 

  • Miscellaneous 

Here are some random things I wanted to tag on to this. There will be a footstep system where if you step in liquids you will track it for a little while. So try to avoid blood, mud, and water if you are trying to stay undetected. There will also be special equipment like rangefinders, night vision/thermal vision, hume scanners, specialized containment tools, etc.

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Kind of reminds me of R6 in a way with the leaning. Will some SCPs be aware that they're being watched or given some notification, and will some be able to track actively a person based off of blood loss/scent?

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Just now, Total Rage said:

Kind of reminds me of R6 in a way with the leaning. Will some SCPs be aware that they're being watched or given some notification, and will some be able to track actively a person based off of blood loss/scent?

If anomalies have the ability to be known they are looking it, it will change their state (screen effects, position, etc.) to passively notify them over a simple HUD notification. And yes, some anomalies will have the ability to track scent like 939 and them.

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Detection is as realistic as possible regarding such things. You will be detected based on the SCPs efficiency at detecting you in specific ways. 939 mostly detects people by pressure change and sound, so regardless how you peak you will probably not have any difference in stealth regarding 939. For others like 082, they rely on sight. Peaking can greatly reduce the amount of body mass shown and therefor make you harder to see.

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Is there going to be a limit on how much clothes one can take off or you can wander totally naked around the facility?

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