Why isn't ricochet incorporated into gameplay these days.


(PSG_Mud) #1

With all the realism success in FPS these days, why isn’t ricochet done? I don’t imagine it would be hard to do. Variables based on angle, velocity, distance, and the material the bullet is fired upon are all easy to manipulate into a game. “Ricochets will almost always continue on a somewhat diagonal trajectory to their original trajectory, unless it is against a flat surface perpendicular to the angle of incidence (or approach), in which case, it will reflect at an angle dependent on the other variables involved in the ricochet incident.”


(tokamak) #2

Unnecessary complexity. It would fit games like Rainbow Six though.


(Nail) #3

from a couple lines above your quote
“Ricochets are often more common with low power calibers such as .22 or .177 calibre, which can have trouble penetrating some materials, although a ricochet can occur with any caliber. Higher velocity projectiles have a tendency to either penetrate the target, and/or to break-up on contact with it.”

remember “real bullets don’t bounce”

:goliathspin:


(darthmob) #4

There is a post somewhere in these forums which put it in a nice way that players don’t want realism but movie realism. People always say Call of Duty is realistic but come on - that’s not what the real world is like!

I think it wouldn’t fit into gameplay as well. You can’t really predict how a bullet is going to travel and random bullets zinging around would just result in unwanted teamkills and annoying deaths.

[QUOTE=PSG_Mud;206820]I don’t imagine it would be hard to do. Variables based on angle, velocity, distance, and the material the bullet is fired upon are all easy to manipulate into a game.[/QUOTE]I guess it would mean lots of additional processing. Every single bullet would have to be calculated… now imagine 16 players firing automatic guns.


(NoFace) #5

That popped into my head as soon as I saw the title for this thread.
Hypothetically, if this was added Im sure the general consensus would be to scrap the idea after short period of time. I know that it would irritate me after a while, getting killed for what apears to be an unknown reason.
Might work in other games though…as said above, it could be good in Rainbow6.


(tokamak) #6

Yeah all hits are unwanted, which is undefendable.

Reminds me of the UT ripper, those blades bounced off the walls about 4 times and had the capacity of headshots (only the sniper can do that as well in that game). There’s no skill involved at all.

Even in R6 it might be undesirable now I think of it.


(Nail) #7

[QUOTE=darthmob;206830]There is a post somewhere in these forums which put it in a nice way that players don’t want realism but movie realism. People always say Call of Duty is realistic but come on - that’s not what the real world is like!

I think it wouldn’t fit into gameplay as well. You can’t really predict how a bullet is going to travel and random bullets zinging around would just result in unwanted teamkills and annoying deaths.

I guess it would mean lots of additional processing. Every single bullet would have to be calculated… now imagine 16 players firing automatic guns.[/QUOTE]

afaik, every bullet is already caculated, but I agree, trying to calculate deflection after considering deformation and fragmentation of every round on every surface might be difficult. Angle of incidence = angle of deflection doesn’t work as well with bullets and uneven surfaces as it does on a billiards table or a mirror.


(ap4thy) #8

One special type of sniper rifles in Borderlands shot ricochet bullets. I think it was the ones called ‘Orion’. Only example I could think of.


(ThunderWank) #9

Yes that was the Orion, but the bullets also shattered on impact and Borderlands sort of kinda told realism to go **** it’s self.

Regardless I don’t see how adding richochet could add anything to the game other then a blerb on the back of the box, so why include it? Gimmicks don’t seel games, polished game play and tight controlls do. Time would be better spent on those :wink:


(Shiv) #10

Its in stalker as wel.
Use the gun with the red tracer rounds and shoot it into those metal tubes on one of the levels, they bounce round it.
You sit in there… people spam bullets into it… you look like swiss cheese.


(MILFandCookies) #11

[QUOTE=tokamak;206848]Yeah all hits are unwanted, which is undefendable.

Reminds me of the UT ripper, those blades bounced off the walls about 4 times and had the capacity of headshots (only the sniper can do that as well in that game). There’s no skill involved at all.

Even in R6 it might be undesirable now I think of it.[/QUOTE]

Yep the UT99 ripper that all the nubs used. Annoying as.


(DoubleDigit) #12

Ricochet would be nice but not on automatic weapons. I also always liked bullets penetrating thin walls like in cs.

And not all bullets ricochet, as you can see in this movie:

At some point you can see bullets impacting at a sharp angle.


(MILFandCookies) #13

[QUOTE=DoubleDigit;206895] I also always liked bullets penetrating thin walls like in cs.

.[/QUOTE]

Im not a fan of shooting through walls. :frowning:


(tokamak) #14

Shooting through walls is pretty fun actually, it requires you to anticipate players while you can’t see them.


(DoubleDigit) #15

Disclaimer: In case of tight ass, the following statement is supposed to be a joke.

It can also unburden tons of collisions checks. Just don’t check bullets collisions against anything that’s not a player. :armadillochase:


(darthmob) #16

[QUOTE=Nail;206849]afaik, every bullet is already caculated, but I agree, trying to calculate deflection after considering deformation and fragmentation of every round on every surface might be difficult. Angle of incidence = angle of deflection doesn’t work as well with bullets and uneven surfaces as it does on a billiards table or a mirror.[/QUOTE]Have a look at this article on wikipedia. There seem to be no projectiles for hitscan weapons in many games. I would like to know which games make use of actually traveling projectiles with ballistic curves and stuff like that (as the article mentions no names).

I remember the first times I heard a sniper shooting in CoD World at War. My thought was “Awesome, they simulate the travel of sound!” because it sounded like it. After a few rounds I realised that it was just a pre-recorded soundfile.


(Ca9ine) #17

I’m not 100% sure, but I think Battlefield 2 has bullet drop?


(DoubleDigit) #18

I don’t Brink requires ballistics, this game is mainly indoor close combat where projectile ballistics wouldn’t make much sense, even so, quake wars titan’s projectiles had a ballistic trajectory and because of lag sometimes shooting at a tormentor right in front of you was a bit weird.


(Apples) #19

Or it makes a wallhack even more powerfull, plus ppl will hackusate every second with that feature…

Peace


(shirosae) #20

[QUOTE=darthmob;206909]I would like to know which games make use of actually traveling projectiles with ballistic curves and stuff like that (as the article mentions no names).
[/QUOTE]

Stalker does it, and it’s kinda cool there that you need to compensate for bullet drop and flight time and stuff, but only because it’s single player and you can spam your way through without penalty, so no silly bullet stuff in multiplayer pls thx.