Suppression
Whilst reviewing 3CB's advanced training and looking at our tactics, we have been discussing some issues related to player reaction under fire, and how unrealistic it is that the AI can very rarely suppress a players’ position, even when their weight of fire is significantly heavier than that of the players. One thing led to another and we have now added a suppression effect to our servers.
We’ve run a number of tests and it appears to give us the suppression effect that we’re after. Feedback so far has been extremely positive (
viewtopic.php?f=68&t=10902).
Summary of the mod.The mod recognises any fire around the player, either as rounds passing in the vicinity of the player, or explosions near the player. All of these contribute to an incremental suppression effect on the player. The larger the rounds or the closer to the player, the larger the incremental effect. Players can mitigate the effect by seeking cover behind obstacles, in defilade, crouching, going prone, etc. As suppression builds, the player will find it increasingly difficult to observe the enemy and to return effective fire. The effects of suppression very quickly diminish, once incoming fire ceases or the player moves out of the suppressed area. Whilst suppressed the player also gets an increased movement speed to represent the present of adrenaline.
What we were after is for a way for AI to force players to withdraw from a position with weight of fire, without necessarily inflicting excessive casualties.
Mission designers will now need considerably less OPFOR than before, as enemy fire, especially from vehicles is considerably more effective.
Players should no longer expect to be able to sit in a static position and dominate the battlefield. If the enemy can get MG fire onto you location, expect to be quickly overrun. SL's in particular should look to flanking moves to overcome the effects of suppression.