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Author Topic: New positions for the musket & melee formations  (Read 406 times)

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Offline Barba Rossa

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New positions for the musket & melee formations
« on: November 18, 2018, 03:01:30 pm »
It would be nice to have more positions for the musket:
1)port arms: it is activated automatically by selecting the bayonet mode while in motion (stopping automatically switches to "stationary position" or "guard position") ,
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2)shoulder arm: it is activated automatically when moving in formation
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3) ready position: it is activated automatically after having finished the recharge, precedes a movement or aim
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4)stationary position
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or guard position: it is automatically activated when it is stopped in bayonet mode (useful against infantry and cavalry charges) that would inflict a damage passively when a enemy runs against the tip of the bayonet (in this position you still can do a normal melee attack)
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when you start moving again, return to the "port arms".
It would be nice to implement a button to change from running and walking mode to march and fast March.
« Last Edit: November 19, 2018, 01:33:09 pm by Barba Rossa »

Offline TacticalDiplomacy

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Re: New positions for the musket & melee formations
« Reply #1 on: November 18, 2018, 03:17:25 pm »
I really like this idea!  :D

Offline J. Campbell

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Re: New positions for the musket & melee formations
« Reply #2 on: November 19, 2018, 05:25:36 am »
Some could be tweaked, but overall this is good shit bro!

Offline Czechu

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Re: New positions for the musket & melee formations
« Reply #3 on: November 19, 2018, 11:15:07 am »
+1

It will add a lot to immersion in game. Both in public and in linebattles

edit. and in my opinion, doing this should have a high priority
« Last Edit: November 19, 2018, 01:56:05 pm by Czechu »

Offline Zotti29

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Re: New positions for the musket & melee formations
« Reply #4 on: November 19, 2018, 01:48:15 pm »
+1

Offline Sourkraut

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Re: New positions for the musket & melee formations
« Reply #5 on: November 19, 2018, 06:59:52 pm »
From Olafson [Former Dev]
Quote
Hey guys.

I like the idea personally, I would really love to see some proper shoulder arms in the game, but there are a few problems.
About a year ago we had a shoulder arms animation, just like you requested. It looked great when standing still, but as soon as the player would move, switch weapons, go into melee mode or aim the weapon would twerk around and do all kinds of crazy stuff.
Reason for that is the engine we are developing on. It has no (direct) internal support for weapons as we use them. That caused the weapon to twerk around when going from one animation to another. We tried various solutions (or so we thought) but in the end we had to go with an animation that does not cause this problem. This is why the musket idle animation looks how it looks like today.

So I am sorry to tell you but we are probably not going to change this very soon. It is possible - But for that we need to make a lot more animations. Making animations takes rather long and is quite expensive, which is why we avoided it for now. Implementing them also takes a lot of time.
However, this does not mean that we are never going to change it (I would love to) but for now it is going to stay as it is. We will see about these animations again once we have been greenlit, so just stay tuned for updates. We will change it eventually, but I can not tell you when.



The only problem is that they had a shoulder arms animation before and it didn't work once the character moved, but I like the idea of these historically accurate stances.
We'll see how long it takes them to revisit the animations, but it probably won't be for a while.
« Last Edit: November 19, 2018, 07:01:59 pm by Sourkraut »

Offline Olafson

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Re: New positions for the musket & melee formations
« Reply #6 on: November 20, 2018, 10:55:30 am »
I don't think there will be much change for some while. It is a really difficult task and does not really offer anything in terms of gameplay.
« Last Edit: November 20, 2018, 11:03:18 am by Olafson »

Offline Wolfster

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Re: New positions for the musket & melee formations
« Reply #7 on: November 20, 2018, 02:50:09 pm »
I don't think there will be much change for some while. It is a really difficult task and does not really offer anything in terms of gameplay.

Agreed.

Good idea for the future though

Full-Time Lettings Negotiator.

Offline Olafson

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Re: New positions for the musket & melee formations
« Reply #8 on: November 20, 2018, 03:30:41 pm »
Animations are also hillariously expensive.

Offline Sourkraut

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Re: New positions for the musket & melee formations
« Reply #9 on: November 20, 2018, 09:54:39 pm »
Did NW also have the same issue?

Seeing as it used this instead


The only games I've seen get it right and working with movement are: war of rights, whigs and tories, and BCOF.

Offline Olafson

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Re: New positions for the musket & melee formations
« Reply #10 on: November 21, 2018, 04:29:55 am »
NW had the issue that the gun had to be attached at the exact same spot on the right hand at all times.

It could only be attached to the left for a short time during the loading process, and that is more of a hack than anything too.

Offline Jackson

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Re: New positions for the musket & melee formations
« Reply #11 on: November 24, 2018, 05:17:28 am »
I came up with a solution to solve that in Warband, but it would require redoing every animation in the game.
-Freelance character designer for Holdfast: Nations At War.

Offline Irregular Alcoholic

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Re: New positions for the musket & melee formations
« Reply #12 on: November 24, 2018, 07:44:54 am »
Bambaleo to all developers studios!
Battlecryoffreadom now have better animation and have(just have or even have ) ferst persons sight

can you maybe gentlemens make some co-produsion?
 :-[

Offline TacticalDiplomacy

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Re: New positions for the musket & melee formations
« Reply #13 on: November 24, 2018, 05:39:37 pm »
Animations are also hillariously expensive.

What makes them so expensive to produce?

Offline Olafson

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Re: New positions for the musket & melee formations
« Reply #14 on: November 27, 2018, 09:13:39 pm »
You need to pay someone to make them... And it is really difficult to explain to someone that has no idea about the period to make something correct. I guess it would be even more difficult for the HF team, because they know not much about the period.
You also need to somehow combine the animations with gameplay and make them work in the game, which in many cases is very difficult.
Finding good references is also extremely difficult unless you can make your own.
« Last Edit: November 27, 2018, 09:19:38 pm by Olafson »