I bring this mostly from Insurgency, although it is applied in many other games, included in a zombie themed one as The Last Stand: Dead Zone.
As it might not be so self-explanatory for some people, suppresion fire is a term used referring to an action on which any of the beligerants is overwhelmed by enemy during a gunfight, forcing them to move away for cover or seeking better strategical position before firing back, and in some cases, limitating their capability to response.
This is a suggestion I wanted to make from so long time. I’ve been busy, so here it is.
How would it work?
It would work just like as it does in Insurgency, causing a blur effect on suppressed player’s screen, which increases depending on suppression level, affecting vision in general.
It would also be more inmersive if it affects aiming and recoil control, which would be counteracted by increasing pertinent skills and of course should take deeper effect on characters that aren’t skilled enough or not very used to gunfights.
About suppression levels
I won’t define these levels, though I want to state which should be the main parameters that would inflict on suppression’s degree increase:
- Gunfire noises
- Nearby bullets whistling
- Frequency of shots
- Nearby shots’ hit force
Said that… It’s nearly very clear that best weapons to cause heavy suppression on the opposing forces would be the LMG’s and HMG’s (as these are meant to be IRL), as these dealt heavy gunfire force and are very effective applying all these parameters.
Theoretical explanations
Why should it be applied?
Taking the example of SO MANY (the majority of them actually) games on which this feature is totally up to players intuition (which also means, almost NONE): there’s no suppression fire visible effect, making so many people react in ways that IRL would be so counter intuitive.
Counter-intuitive manners
-
Firing back totally exposed: this may only happen if there’s no further choice. The ridiculous part about this is that currently in 3.x it usually works even against well-covered targets… It’s prone to happen a lot if somehow the assaulted one has a better weapon than the attacker.
-
Full capability of response even below rains of gunfire: wether from cover or not, we’ve all made this at least once in our gaming lives: playing being Rambo, firing back even being one against many (and sometimes even winning). IRL this wouldn’t happen unless you have a really good spot, or intentionally want to suicide, no matter how well trained you are.
-
Not fighting tactical nor conservative-wise: and with this I mean about making the opposing force retreat, surrender, or easing escape by suppressing an aggressor group. IRL this is how many combats, battles and wars are won, having as main incentive the self-preservation, and I see so little of it even on hardcore survival games, because of the absence of a true danger feeling, encouraged by some simple reasons:
- Quick respawns
- Ease to fight back and regain progress
- KOS to be a so prone behavior
On Insurgency, only a few bullets can finish you off and respawn takes its time. Also adding the suppression fire effect on the character can make anybody feel true gunfight panic, which improves inmersion in a terrifyingly good manner.
I suggest this mostly as a way to improve inmersion and make gunfights much more tactical-wise, which could translate it into making these last longer, unless it’s about ambushes and and surprise-raids.
Meant characteristics and features
All up to player’s consideration and preference
- Longer and more tense gunfights (in average situations)
- Inmersive emulation of gunfight tension and panic
- Dealing more importance to tactics and planning
- Far more intense (and somewhat epic) gunplay action
- Making base sieges harder and way more inmersive (doesn’t apply to offline raiding)
- Being able to suppress attackers to force a retreat
- Being able to supress defenders to force surrender
- Ability to execute either aggressive or defensive tactics without any casualties
Applicability for melee
What do I mean with this? That it would be nice if this very same principle could be applied when it comes to ambush someone with a melee weapon. How? By subduing your opponent:
If this feature is added, it means that you would have the possibility to inmobilize or disarm your enemy rather than committing assassination, if you manage to ambush him from the back. However, this would be up to player’s choice, and could also be counteracted if skilled enough:
(I’ll do an in-depth post about how melee can improved in nearly future)
I really hope you’ve liked this post! Please leave your thoughts!
- All ideas are good and realistic
- Maybe it could be better if… (Comment)
- There might be problems because… (Comment)
- I don’t like these suggestions at all