BloodWulfe
2003-05-31, 12:56 AM
During the beta, one of the changes they had planned was improving VR. I think this got put on the back
burner while they shipped out the core components, but here's an idea anyways. :p
Keep VR the same in the sense you enter it via the sanctuary and pick either 'weapon' or 'vehicle'
training. You pick 'training' and are teleported to a very similar VR area, except instead of a bunker
with four gaping windows, it would look something like this:
http://members.teamtg.com/bloodwulfe/forum/vr1.jpg
Now here's my idea: instead of having random targets out on the field and twenty some players shooting
at them all at once, creating one massive free-for-all that doesn't impart much knowledge, why not
create individual VR booth�s?
http://members.teamtg.com/bloodwulfe/forum/vr2.jpg
You would hit the use key in front of the door, and it would play a "swipe a card, walk in, door closes"
animation or something fancy like that; similar to the vehicle animations. When the VR room is occupied,
nobody else would be able to access it. Think of it as a larger implant terminal. When you're inside you can walk around freely, or you can leave by hitting your use key next to the door. It would play the same animation, except from a camera inside the VR booth.
Now here's where it gets tricky.
There would be an equipment terminal on the right side, and a VR terminal on the left side. This would require quite a bit of coding I'm assuming, but they wanted to spruce up VR, so why not go all out? The equipment terminal would function like any old equipment terminal, but the VR terminal would give you control of the VR booth. It would allow you to select your opponent via a dropdown menu, whether it moved, jumped, or used cover, and how far out the target would be.
http://members.teamtg.com/bloodwulfe/forum/vr3.jpg
When you select your enemy, a VR representation will appear in the shooting range. Please note the shooting range is not accessible, just like in the current VR. There's some invisible field there that prevents you from jumping into the range, but allows you to shoot. If you select movement, the enemy will strafe left and right continuously. If you select jumping, the enemy will jump in place (or while strafing). If you select cover, a pair of rocks/trees will appear in front of the enemy (so when strafing, it would have cover for a second). You can also adjust how far out the VR enemy and cover would be. The strafing and cover would let you practice leading the target with your Lancer or missile or whatever. The range would let you practice distance shooting. Etcetera. Here's how it would look:
http://members.teamtg.com/bloodwulfe/forum/vr4.jpg
Notice the six? That's the damage you just did. The damage you do to the VR enemy flashes up where it's name would be. It would be on screen for a second or two, slowly floating up (a foot maybe? a few inches?) until it vanished. It would be up long enough for you to realize "hey the gauss did more damage then the punisher" or something like that. The damage floating up aspect would let you spam an enemy with a cycler clip, and still have some semblance of what's going on instead of a solid block of text.
Then you could visit the equipment terminal, pick whatever you want, test it out, and repeat until you are satisfied. When you exit the VR booth, all the VR settings reset, and somebody else can jump in and try it out.
Of course a lot of details would have to be fleshed out.. Like how vehicles would strafe, but you get the gist of it.
Comments?
(Postscript: The reason I posted this at PSU, as opposed to the official site, is the community is better here. It's nice and moderated and, from what Hamma says, devs do visit. I don't care for the official forums, I swear they're not even moderated. :( It's downright depressing. Plus PSU has Hamma and Hamma is :cool:. He spreads :love:.)
burner while they shipped out the core components, but here's an idea anyways. :p
Keep VR the same in the sense you enter it via the sanctuary and pick either 'weapon' or 'vehicle'
training. You pick 'training' and are teleported to a very similar VR area, except instead of a bunker
with four gaping windows, it would look something like this:
http://members.teamtg.com/bloodwulfe/forum/vr1.jpg
Now here's my idea: instead of having random targets out on the field and twenty some players shooting
at them all at once, creating one massive free-for-all that doesn't impart much knowledge, why not
create individual VR booth�s?
http://members.teamtg.com/bloodwulfe/forum/vr2.jpg
You would hit the use key in front of the door, and it would play a "swipe a card, walk in, door closes"
animation or something fancy like that; similar to the vehicle animations. When the VR room is occupied,
nobody else would be able to access it. Think of it as a larger implant terminal. When you're inside you can walk around freely, or you can leave by hitting your use key next to the door. It would play the same animation, except from a camera inside the VR booth.
Now here's where it gets tricky.
There would be an equipment terminal on the right side, and a VR terminal on the left side. This would require quite a bit of coding I'm assuming, but they wanted to spruce up VR, so why not go all out? The equipment terminal would function like any old equipment terminal, but the VR terminal would give you control of the VR booth. It would allow you to select your opponent via a dropdown menu, whether it moved, jumped, or used cover, and how far out the target would be.
http://members.teamtg.com/bloodwulfe/forum/vr3.jpg
When you select your enemy, a VR representation will appear in the shooting range. Please note the shooting range is not accessible, just like in the current VR. There's some invisible field there that prevents you from jumping into the range, but allows you to shoot. If you select movement, the enemy will strafe left and right continuously. If you select jumping, the enemy will jump in place (or while strafing). If you select cover, a pair of rocks/trees will appear in front of the enemy (so when strafing, it would have cover for a second). You can also adjust how far out the VR enemy and cover would be. The strafing and cover would let you practice leading the target with your Lancer or missile or whatever. The range would let you practice distance shooting. Etcetera. Here's how it would look:
http://members.teamtg.com/bloodwulfe/forum/vr4.jpg
Notice the six? That's the damage you just did. The damage you do to the VR enemy flashes up where it's name would be. It would be on screen for a second or two, slowly floating up (a foot maybe? a few inches?) until it vanished. It would be up long enough for you to realize "hey the gauss did more damage then the punisher" or something like that. The damage floating up aspect would let you spam an enemy with a cycler clip, and still have some semblance of what's going on instead of a solid block of text.
Then you could visit the equipment terminal, pick whatever you want, test it out, and repeat until you are satisfied. When you exit the VR booth, all the VR settings reset, and somebody else can jump in and try it out.
Of course a lot of details would have to be fleshed out.. Like how vehicles would strafe, but you get the gist of it.
Comments?
(Postscript: The reason I posted this at PSU, as opposed to the official site, is the community is better here. It's nice and moderated and, from what Hamma says, devs do visit. I don't care for the official forums, I swear they're not even moderated. :( It's downright depressing. Plus PSU has Hamma and Hamma is :cool:. He spreads :love:.)