Quote:
Originally Posted by proton45
I took part in some of those threads...we did come up with some interesting ideas.
Modeling fatigue into the "AI's" damage model was a good idea...one solution, was to have the AI's skill level lower as he grew tired. Some people thought that "loosing" the joysticks reaction time was a "democratic" way of modeling the players fatigue. In other words, as the player pushed the G-Limits, and/or is involved in an extended scenario of physically demanding combat maneuvers...he (or she), would start emptying a physical energy "bank". And as the player empty's their physical energy bank they start to experience a looseness in the joysticks feel (and reaction time). This bank could also be refilled after a realistic "rest" period. Obviously veterans would have a larger energy reserve then rookies...One (realistic) advantage that this would have on game play, is that it would force players to use more "Low G" combat maneuvering, when it is appropriate and effective.
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Yep, it was a really good idea. I'm sure that in the future this can be modelled, once the game reaches a good state as flight simulator and can focus on the combat.
Sure the fatigue is really important in a fight, maybe secondary to the target visibility.
As Tamat writes, sadly "not invasive" icons seem to be the only real solution IMO...