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Prone Position


starstastelikepurple

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If you incorporate a prone position into the game you're faced with two problems:

 

1. If you make movement in the prone position realistic then you can't turn very quickly whilst prone. You will be quickly be flanked. Enemies in FO3 are much more durable than enemies in real life, hence mobility is actually an asset.

 

2. If make movement in the prone eposition unrealistic you'll end up spinning on the ground like an idiot. Wooo

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Its very possible to add into the game, and a great idea! It would add a lot to the Sniper, Sneak, and Recon/Scouting play. Just food for thought on the details, but it could increase the range of a scope's zoom, Keep the scope from swaying as apposed to relying on small guns skill, and even enhancing stealth level. I really doubt anyone would go prone knowing full well it will impair their vision or make them an easy target for an enemy that has already noticed them. There are a lot of rock outcroppings, cliffs, building ruins, and other nice vantage points.
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It may sound like a good idea, but game mechanics will screw you.

 

1) Try shooting a foe through grass on vats. Now imagine how it would be when you're always on 'grass' level. Any prone-firing is going to be forcefully vats-less

 

2) Collision boxes, they are simplified to allow minimal calculations, you don't notice this most of the time, but when you shoot very near to a corner, or behind cover, you'll notice that sometimes, while visually your gunfire should be unobstructed, you're hitting the edge of your cover. This would become VERY frequent on prone firing.

 

3) Implementing prone firing would be a major PITA, "easiest" case would be to replace sneaking with it (which would still mean remaking about 20+ animations, dunno if you've noticed, but animators are not common around these parts)

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Point is, all the problems i mentioned are unavoidable. Short of making your character float in the air.

Remember that fallout isn't supposed to be a fully fledged FPS, it was never meant to be. By making this sort of sacrifices is that you can have a game far more rich, complex, and lasting than any common fps.

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