coroner wrote:
My own perception of CQBs game style (g_realism 0), with the changes implemented in CQB with regard to TCE, wouldn't either be that of an arcade game:
The current movement system settles somewhere between AmArmy3 and Arma2 and is more restrictive than that of TCE, including:
*Stance dependent angle movement limitations
*Hip firing replaced by shoulder position and slong with
*Running speed reduced by 15%
*Physical correct gravity along with halfed jump height and mantling
*More falling damage
*Sprint acceleration (todo)
*Much slower realistic prone turning (todo)
I also agree with nyc_paramedic and earlier posts that the maps have to be reworked to remove movements on fences, railings, and small ledges. I also want to eliminate all wild jump-move actions. Hate them.
When it comes to a g_realism 1 setting, I agree with the majority of changes that were suggested here, if they are doable in a reasonable amount of time. The critical point is the adjustment of speeds. I can clearly see that g_realism 1 would have jump completely disabled, no hud, etc. . Whether a further change or even dramatic change to all movement speeds would be a good idea, I don't know. I also think that functional tactical realism does not solely depent on slower movement speeds, at least, I am still missing the convincing argument. Probably only play testing can tell.
Coroner,
I'm pretty much agreeing with everything you said here, including all things on your list. I must also adamantly state that for this g_realism 1 switch to distinguish itself _significantly_ from TC:E and regular CQB, jumping should be *eliminated*.
I could see where maps might have elevated areas with broken railings and such, but taking a fall from any significant height should result in an injury (limping as in RS/RvS?) and compromised aiming for the duration of that round.
Think of it as a two-prong solution (g_realism 1 or 0) to capturing the biggest audience.
And yes, I agree that it's not soley dependent on "slower movement speeds". I don't think walk/run/sprint speeds should be significantly reduced ala SWAT 4.
Thanks for showing an interest in g_realism 1. It's really appreciated.