Kickstarter Day 7 and we are almost at 45%! Thank you to our backers old and new and to our community for their support.
We still need to spread the word about the game so please share the Kickstarter amongst your friends, family, colleagues and squadmates. Your support is very much appreciated!
Welcome to a series of articles about the various gameplay features of Vanguard: Normandy 1944, the first of which will be detailing suppression in the game.
The fear of bullets whizzing around you is a prominent part of real-world combat and while it is impossible to replicate this effect in a video game, our suppression system aims to make a player who is subject to enemy fire less effective, giving more gameplay options.
To achieve this, our system blurs the image of a player being suppressed and also significantly increases sway when aiming a weapon. These effects are controlled by intensity value, which is driven by how many bullets have passed close to the player in a certain amount of time.
We also go further by decreasing the intensity value when the player is no longer suppressed, but not always at the same speed. This means that a single bullet will show the effect for a very short time, whereas if a player was suppressed by machine gun fire it will take a few seconds for the effect to completely vanish.
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