4sheetzngeegles
Well-known member
Here is hoping for a completely successful launch.
There is potentially one more audio adjustment that may help
in the future. That is the variable impact sound of projectiles
on non animated materials. A randomized chance of ricochet off
of more solid materials, plus gibs.
This could be used as an activator with the ai at a distance. Similar to the
rock diversion. Instead it could use a cvar to make a gradient
change to the sensitivity of zombie AI from default all the way to temporarily
feral, can call it frenzied sense.
It could be throttled by the parameters stealth +/-, distance +/-, line
of sight +/-, Sound volume adjusted by sound suppression mods, and if not
crouching the light +/-.
Small game seems to be partially reactive to the close miss of an arrow,
but it could be me misreading pre-programmed random ai directional changes.
If incorporated with the larger AI it could create a reactive environment.
For players a near miss would heighten awareness of other players aggression.
After the raise mode a cooldown timer, only when the controlling variables
are met or countered, meaning line of sight, light, sound, distance, etc. are
reduced. So too many near misses, or excessive use of silenced weapons engage
the effect. Some of the effects are already in place, this is just a suggestion
for a tie in. Basically an extension to heat modifier based on directional
player aggression. It can create mini spontaneous Fight or flight scenarios.
There is potentially one more audio adjustment that may help
in the future. That is the variable impact sound of projectiles
on non animated materials. A randomized chance of ricochet off
of more solid materials, plus gibs.
This could be used as an activator with the ai at a distance. Similar to the
rock diversion. Instead it could use a cvar to make a gradient
change to the sensitivity of zombie AI from default all the way to temporarily
feral, can call it frenzied sense.
It could be throttled by the parameters stealth +/-, distance +/-, line
of sight +/-, Sound volume adjusted by sound suppression mods, and if not
crouching the light +/-.
Small game seems to be partially reactive to the close miss of an arrow,
but it could be me misreading pre-programmed random ai directional changes.
If incorporated with the larger AI it could create a reactive environment.
For players a near miss would heighten awareness of other players aggression.
After the raise mode a cooldown timer, only when the controlling variables
are met or countered, meaning line of sight, light, sound, distance, etc. are
reduced. So too many near misses, or excessive use of silenced weapons engage
the effect. Some of the effects are already in place, this is just a suggestion
for a tie in. Basically an extension to heat modifier based on directional
player aggression. It can create mini spontaneous Fight or flight scenarios.