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Airsoft simulator- real sites, real tactics

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  • #16
    Re: Airsoft simulator- real sites, real tactics

    If you're set on doing this, wouldn't it just be easier to create a set of maps for sites within already existing fps games? As far as i remember in Arma 2 for example, there used to be an airsoft mod (why, i don't have a f... clue, but there were mods for literally everything).

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    • #17
      Re: Airsoft simulator- real sites, real tactics

      But will there be haribo?

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      • #18
        Re: Airsoft simulator- real sites, real tactics

        Only if you buy the season pass
        Originally posted by Nun-Chuck
        I'm down every games day at EAG buddy just give me a shout and I'll whip it out, can have a squeeze too if you like.
        Originally posted by deanfirst
        why not use zeroone's escort service?

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        • #19
          Re: Airsoft simulator- real sites, real tactics

          Originally posted by Fizzy View Post
          Only if you buy the season pass
          I'm out sorry.

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          • #20
            Re: Airsoft simulator- real sites, real tactics

            I'd be interested to see it for sure...
            As a programmer, I have some questions though:

            Firstly, is this a GAME or a SIMULATION?
            If it's a genuine simulation, what VR system will you be using? Oculus Rift?

            Now, assuming it is a simulation, how are you going to handle player movement? Fair enough you might introduce one of those cool circular treadmill type thingy's like one of these
            https://www.youtube.com/watch?v=6CZmJvI8mfc

            Now, if it's a woodland site like the one i play at, how do you replicate the gruelingly steep hills, the deep deep puddles that you really can't run through and the sun beating down on you during the summer months?
            How do you replicate bushwhacking through thick bush terrain, climbing under and over branches etc.

            Ignoring all that, how is your physics engine going to replicate muzzle velocity FPS, hop up adjustment and wind?
            How will the player know when they're hit?
            Actually, WHO is going to hit the player!? If you're going to set up AI to play against then I can raise a million more questions... If you're going to have player vs player then how are you going to set up a network capable of handling it all?

            If this is going to be any good, you're either going to have to dedicate a huge portion of your life to it, or you'll need some SERIOUS investment.
            Good luck though, seriously.

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            • #21
              Re: Airsoft simulator- real sites, real tactics

              Airsoft is for playing, not sitting on your arse, we already have a generation of youngsters who barely leave their rooms thanks to Xbox & ps, do we need more video games that "enable" this ?.....probably not.
              As for playing a site "virtually" rather than going to it, fuck that, if your rendition of a site is poor & possibly inaccurate, who's gonna compensate the site owner when REAL people stop coming & he can no longer pay the bills.
              We have forums etc just for this purpose, it makes people interact, discuss game days based on real experience, not 3d textured mapping.
              IMHO, no offense, this idea is poor, & not destined for success, while most things at some point have to be progressive to grow or survive, this is not it.

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