BRINK suggestions forum


(melinio) #41

i put it other way then:

I hope using iron sight is optional type of aiming, not a must to hit anything.

i would love to see weapon accuracy/distance ballanced like in wolf:et.

Add good movement and it will work perfect.


(Bezzy) #42

[QUOTE=melinio;195738]i put it other way then:

I hope using iron sight is optional type of aiming, not a must to hit anything.

i would love to see weapon accuracy/distance ballanced like in wolf:et.

Add good movement and it will work perfect.[/QUOTE]

We’re trying to make SMGs and pistols fit this bill - they won’t get as much accuracy penalty from running around, though they won’t be as accurate as the rifles in the first place.

And, as always, shotguns are a weapon for closing in and punishing :slight_smile:


(DarkangelUK) #43

[QUOTE=melinio;195698]
-not sure if i saw it right in demo but i would like to see spint + shoot together
i read somewhere that smart and movement abilities dont affect gunnplay in bad way and i hope its true.[/QUOTE]

From a Bezzy post in the other thread…

@DavidEllis Just pulled off a really cool move where he ran by an enemy, slid by him, and blasted him with shotgun.

Sounds good to me


(maggol) #44

I was thinking about BRINK and realize that BRINK promise an excellent infantry combat. It will be more amazing if BRINK can add CQB or Close Quarter Batlle. Imagine CQB combined with SMART movement, it will be an amazing experience. This will be very usefull if you out of ammo, or want to play without gun mode (just using melee weapon or bare hands), or want to kill someone silently.


(Rahdo) #45

Hehe, now you’ve put Bezzy in a pickle, because he’d LOVE to talk about the systems we’re doing for melee combat that go above and beyond the FPS standard, but we’re not announcing stuff about that yet. Soon, hopefully… :slight_smile:


(melinio) #46

Bezzy can u say anything about sprint and shoot ability?

From the demo i had impresion that normal run speed is a bit low.
i think about duels and strafing for example.


(tokamak) #47

Please let it be like rune, where you actually need to aim your melee weapon to get different effects.


(melinio) #48

uhmm…
:rolleyes:
what is rune…?


(tokamak) #49

This is rune, best LAN game ever.

It’s a hack and slash with the pace, movement and precision of a first person shooter. Hit an arm and you lob off an arm (if you’re opponent is luckily not his right arm), hit a neck and you decapitate someone.


(murka) #50

SMART button to tbag when over enemy and aiming at his head would be pure win.


(tokamak) #51

And it would be pure frustration if it ****s up your beautifully planned multi-kill-vault move if an enemy corpse is in the way.

and as for a suggestion:

PLEASE make the demo files more recognisable this time. The name of the map, the length of the file and the side you play all really help people who like to record lots of matches.


(Bezzy) #52

[QUOTE=tokamak;195777]This is rune, best LAN game ever.

It’s a hack and slash with the pace, movement and precision of a first person shooter. Hit an arm and you lob off an arm (if you’re opponent is luckily not his right arm), hit a neck and you decapitate someone.[/QUOTE]

Rune was great! A friend of mine (who went on to work for Irrational/2k Marin on Bioshock/2 [I know awesome people] ) worked on the expansion as one of his first gigs, and I almost got them a cool idea for a team game mode involving an AI wendyl per team who you had to defend from attacks, and feed the mutilated limbs of enemies so they could regain help and poop powerups, and the weaker they got, the smaller and faster they got. They liked it but the suggestion came too late. Oh well.

I will say that the melee in brink is not really like Rune’s. I love that game, but you have to make the mechanic fit the game you’re making. Rune’s combat works for it, but wouldn’t really work for Brink… unless Brink was Rune… which it isn’t.

I can only really talk about melee once it’s solidly in the bag, but it’s in about its 4th iteration. Each time we iterate a system in the game we gain experience. Iterating means we can go on to make something tighter, and more fitting for the game at hand. If you’re trying new ideas, it’s really important that you have time to iterate, throw out what doesn’t work, or re-try what does, but with more understanding from previous attempts.


(tokamak) #53

Ha, that game-mode sounds awesome. I guess Rune’s style really works better from a third person, it’s hard to see what you’re doing from a first person view simply because most first person animations are totally different from what’s going on in the world around you.


(Bezzy) #54

Exactly! What looks good in third person doesn’t necessarily look good in first person. In just the same way, our melee is designed to compliment the first person perspective and control scheme.


(deadlights) #55

If you wanna see amazing melee (the best I have seen) check out Zeno Clash by ACE software. You can get a demo off Steam… Here is a YouTube vid I made of it a few months ago:

Not trying to get off topic, just sharing what I hope may be some inspiration.


(Bezzy) #56

Yep. Played it! Liked it. But again, we’re going a different route.


(engiebenjy) #57

I would love death animations which were more realistic (than from ETQW) where you dont drop dead where you stand if your hit in the face with a grenade :eek:


(Nail) #58

realistic ? You mean “movie style” that ain’t realistic


(engiebenjy) #59

I am suggesting something that takes into account players momentum and body weight. With players jumping over things I think it is important to have that dynamic sort of death animation so players dont always fall the same way


(Nail) #60

I think you’re confusing “realism” with what you’ve seen in movies
In real life when shot you just collapse, you don’t go flying backwards, even with shotgun blast
in games with revive capability bodies need to be positioned so it’s possible, usually lying on your back waving at the angels