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Realistic suggestions!

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Mr.Hormann

Member
Since immersion is important in this game, the gun sounds when firing inside a building should be different than when firing outside. What I am pointing to is the echo that comes from a gunshot when firing inside a room. If you have played Forgotten Hope, you'll know what I'm talking about. They did it perfectly!
 

calgoblin

Pathfinder Games
Now its Callum's time to shine! :p

The sound is incredibly important as it will complete the experience. Though having no abilities to record guns guns in reality like big studios can, we have a rather talented sound department (I mean the others, not blowing my own trumpet there) and some awesome research dudes who will make sure everything sounds realistic, as well as looking perfect. In regards to guns sounding different indoors/outdoors, it's totally possible and CryEngine does it pretty darn well. So there's no need to worry about that ;)
 

General Naga

Director/Founder
Pathfinder Games
I should probably also add that all the sounds you've heard until now are work-in-progress. They will get even better! :)
 

Roughbeak

Member
Is it possible to make the Bren sound like this (and recoil)> If then, wow i think Traction Wars might be the best WWII game. :)

 

Troy

Member
Something that would be awesome and that I haven't seen any other game try it is skill with weapons. Have you ever wondered how every soldier uses the weapon the same as everyone else... Like if you are the rifleman class with the lee Enfield you will have trained with that weapon and how it works. So once they pick up idk a MG42 they aren't going to be able to use it properly for example. There would be faster load times and more recoil.


I just can't imagine a soldier who specialises in a Lee Enfield being just as good with an MG as someone who specialises in the MG its probably not possible but it would be awesome to see in game.
 

VonMudra

Well-known member
Every soldier was cross trained, especially on squad assets like LMGs. Generally the LMG gunner chosen was simply the best MG shot in the squad, but everyone had to be competent with it. In order to allow squads to function properly, I'd say we have to keep it with everyone uses weapons equally, otherwise you're opening up a world of hurt on players :p
 

Mr.Hormann

Member
Now its Callum's time to shine! :p

The sound is incredibly important as it will complete the experience. Though having no abilities to record guns guns in reality like big studios can, we have a rather talented sound department (I mean the others, not blowing my own trumpet there) and some awesome research dudes who will make sure everything sounds realistic, as well as looking perfect. In regards to guns sounding different indoors/outdoors, it's totally possible and CryEngine does it pretty darn well. So there's no need to worry about that ;)

Ah, I havent got much experience with the cryengine myself, so that's good to hear :D

I should probably also add that all the sounds you've heard until now are work-in-progress. They will get even better! :)

That sound sample with the voice actor, the gun sounds in the background, is that how it will sound ingame then? Also, your voice actor is amazing!
 
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calgoblin

Pathfinder Games
That sound sample with the voice actor, the gun sounds in the background, is that how it will sound ingame then? Also, your voice actor is amazing!

That was actually a showcase by a member of the community who had no affiliation with TW at the time. However it was really really awesome and we snatched him up :p

It's hard to say what level ambience will be like just yet, but it will be both realistic and immersive.
 

General Naga

Director/Founder
Pathfinder Games
Wow this is awesome, BF2 engine really did have some limitations then.. :)

It's the advantage with being standalone rather than a mod. We aren't restricted by having to fit inside another game's framework, we're building the game from scratch from the ground up with only the raw limits of what a next-gen engine can handle to restrict the game's potential.

We can implement game features the way we want rather than the way we have to. The price for all this is of course it takes longer but it will be worth it in the end!
 

Wade

New Member
10. Ghilie suit - British snipers have already used them in ww2, i don't know more :)

I know they have been used, I only wanted to state that at the British faction they only appear at regular infantry battalions.
A known picture were a sniper team is using them is this one:

tumblr_m8h9rkYw4Z1qz9tkeo1_r1_500.jpg

Otherwise they wore a denison smock with use of a face veil.

What maybe is cool to do is snipers can use a function that takes a while to let them dig in/camoflage and let them appear less ( blend in more with the surroundings ). When leveling this will be faster or better concealment but I dont think they should be invisible too the eye up close. We should not make a ghost out of someone ;) .


And then I got one point that I would like to be fixed is that the British didn't call there rifle teams a "squad" but a section.
There are 2 sections total and with the Germans there called "Rottes" ( also known as [wolf]packs ).

Hope this will help out a bit
 

Duke

Member
In terms of 'Blood Effect' are you suggesting there are only blood effects on head shots? or are you suggesting it's a bit more detailed while someone is being shot in the head, i.e. Brain Matter etc?
- Scheif

Yes, exactly since when a man get hits somewhere where he has clothes, the clothe will not let the blood spray, but in a headshot..... Grlkhvrffffftslsh and blood and brains everywhere!

More Stuff incoming!!!

29. (Or whatever) If there will be a map, let the commanders place marks on it, just like in BF2 (Destroy this, Move here, Defend here, Put mines here)

30. While suppressed fumbling with the magazines is a great idea

31. Please don't use war ambience (background shooting, explosions, planes) on maps, where not needed. I mean its much better to listen out the enemy and to listen the song of the birds while waiting for enemies :D
 
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litchu

Member
31 would be nice :)

Birds whistling, wind blowing through the tree tops and then you hear enemy footsteps comming closer on the other side of the hedge.. goosebumps
 

Duke

Member
32. Satchels should be useable not just for objectives, but to blow out walls at defined locations (not objective but strategic route) or to blow up some covers, hedge grows, doors, player controlled vehicles, trees (to destroy cover), some scripted objects to make cover or a barricade. Engineers would be really important like this ;)

33. Ajdustable timer for the satchel, up to 5 minutes

? - How does the knife/melee work?
 
The thing about a physical map is that you would have to put your weapon aside when you want to view it, which could discourage people from checking their map, leading to more team kills (if friendly players are shown on the map).

As for suppression, the only game I've seen do suppression effectively is Project Reality. In PR, you need to cover, you can't see a thing when you're suppressed. It's genuinely frightening. Whereas in Red Orchestra 2, your screen blurs and discolours, and doesn't have the same immediacy about it as in PR, and it certainly doesn't feel as threatening. I'd like to see something like PR, mixed with how your weapon moves when eat bullet lands near you like in RO/RO2.

Not sure if I like the idea of suppression being lowered when you're around team mates. It's not like being shot at is any less threatening when you have mates around. Or maybe it is, I'm not sure.
 

Roughbeak

Member
This might be outwardly funny but...

Have forks along with some food and even some water (maybe tea reserved for Brit officers :D), with animations, to restore your normal sprinting speed. xD
 
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