Originally Posted by
jessedefrance
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Hello all, let me preface this by saying how big a fan I am of the Original Ghost Recon. I have played every title in the series from its debut and for sure OGR is by far the best and IMO the title that Ubisoft should be looking into the most for inspiration in GRW. However, this is not to say that the other titles, even GRFS did not have some great implementations to reference.
I'd like to talk here about animations as a way of increasing immersion and overall enjoyment. Authenticity is of great appeal to me personally, one of the many reasons i loathe COD. OGR (despite its age) had some great ways of using animations to its benefit, even subtle things like seeing your soldiers use hand signals when they were reconnoitering an area, with one solider scouting ahead and calling the stragglers up. However with today's technology, I feel there are many more options to further immerse the player into the pseudo life of a soldier.
1.) Weapon Animation
- I propose 4 animations
a.) Walking animation - where the weapon is held across the chest, canted on a slight angle downward, this is the most comfortable position for walking long distances, especially if the soldiers are allowed to be outfitted with full load bearing vests with MOLLE front mounted pouches.
b.)Low Ready - the push of a button should put the soldier into alert status, with the weapon shouldered and canted downward at a 45 degree angle ready to engage targets
c.) Point Shoot - holding the LT should shoulder the weapon and bring the barrel forward using the point shoot mechanic with the soldiers head relatively straight, refraining from using the sight.
d.) Aim down the Sight - zooming into first person wont give us a view of our own soldier but others should be able to see this animation as the soldier looks down the sight.
2.) Reloading
- I propose 3 context sensitive animations
1.) Initial load - Weapon is loaded from a bolt fully forward position - requiring the charging handle to be pulled back
2.) empty reload - bolt is fully to the rear so the bolt catch is hit in order to chamber the first round in the new magazine
3.) tactical reload - the weapon has a partially depleted magazine and is loaded with a fresh mag not requiring neither the bolt catch or the charging handle.
Note: I would also like to see a bolt - check animation when the weapon is dry in order to check for a stoppage or mag reload.
3.) Movement
- Speed should be affected by load and animations should reflect effort, especially on inclines and rough terrain.
I would love for these animations to be extended to the rest of the AI controlled squad
So anyone else have any other ideas along these lines or criticisms of my own? Ubisoft has done some good animations before but some others that took my out of the experience.