Author Topic: Restrict max FOV based on helmet weight  (Read 588 times)

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Offline Admerius

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Restrict max FOV based on helmet weight
« on: September 05, 2014, 02:44:17 PM »
-4
Now this is not a pure realism suggestion, it is more of: "How to to try to emulate realism with simple game mechanical settings"

First of all, if any dev sees this and says: "It's Impossible to code this" I will lock the topic asap.

Here's the suggestion with some numbers:

Code: [Select]
Weight: Max FOV
0 120
.1-.5 110
.6-1 100
1.1-1.5 90
1.6-2 80
2.6-3 70
3.1-3.5 60
3.6+ 50

Offline NejStark

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Re: Restrict max FOV based on helmet weight
« Reply #1 on: September 05, 2014, 02:55:20 PM »
0
...not a pure realism suggestion...

...try to emulate realism...

:D

Seriously though, limiting FOV in 3rd person wouldnt feel right I think, particularly down to 50Degrees. For first person, it'd probably be better to occlude the sides of the screens (maybe in the actual shape of the sides of the helmet to the amount you want. I dont think anyone other than ranged play in 1P though.

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Offline Johammeth

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Re: Restrict max FOV based on helmet weight
« Reply #2 on: September 05, 2014, 02:58:37 PM »
+1
From my research into the occult I can confirm that this a sinister ruse, bent on causing the balance team to invoke ancient rites that usher in the dreaded AGI-bow apocalypse.
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Offline Kafein

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Re: Restrict max FOV based on helmet weight
« Reply #3 on: September 06, 2014, 12:19:00 AM »
0
Never ever even think about considering restricting FOV.

Offline Havelle Registered Voter

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Re: Restrict max FOV based on helmet weight
« Reply #4 on: September 06, 2014, 03:54:21 AM »
0
What're you gay?
Fuck Anders
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Offline agweber

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Re: Restrict max FOV based on helmet weight
« Reply #5 on: September 06, 2014, 05:00:56 AM »
0
It takes my eyes/brain a while to adjust to changing FOV. If I had to readjust each time I switched characters I'd stop playing. Neat idea, but no.