{"data":{"id":14653,"title":"Design Notes: FPS Stances & Breathing","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/14653-Design-Notes-FPS-Stances-Breathing","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14653","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14653","channel":"Engineering","category":"Development","series":"Design Post","images":[{"id":3391,"name":"Stance_HEADER.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/jxtod1bu7y1m9r\/source\/Stance_HEADER.jpg","alt":"","size":66445,"mime_type":"image\/jpeg","last_modified":"2015-04-10T20:57:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3391","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3391\/similar"},{"id":3392,"name":"AimMode_lowered.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/2aaau6d1a9updr\/source\/AimMode_lowered.jpg","alt":"Lowered","size":407074,"mime_type":"image\/jpeg","last_modified":"2015-04-11T00:32:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3392","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3392\/similar"},{"id":3393,"name":"AimMode_ready.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/k4t733u0n37xwr\/source\/AimMode_ready.jpg","alt":"Ready","size":414485,"mime_type":"image\/jpeg","last_modified":"2015-04-11T00:32:52+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3393","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3393\/similar"},{"id":3394,"name":"AimMode_ADS.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1alf8ve0bncg1r\/source\/AimMode_ADS.jpg","alt":"ADS","size":309902,"mime_type":"image\/jpeg","last_modified":"2015-04-11T00:32:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3394","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3394\/similar"},{"id":3395,"name":"Lowered_Stance_HUD.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/6dhhx54c5l748r\/source\/Lowered_Stance_HUD.jpg","alt":"Lowered stance HUD","size":121973,"mime_type":"image\/jpeg","last_modified":"2015-04-10T20:56:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3395","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3395\/similar"},{"id":3396,"name":"ADS_Stance_HUD.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/id358mt7y196or\/source\/ADS_Stance_HUD.jpg","alt":"ADS stance HUD","size":118656,"mime_type":"image\/jpeg","last_modified":"2015-04-10T20:56:50+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3396","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3396\/similar"}],"images_count":6,"translations":{"en_EN":"Greetings Citizens,\nWe\u2019ve called Star Citizen the \u2018First Person Universe\u2019 because we intend to create an entire world for you to interact with. You aren\u2019t just a spaceship or a floating camera \u2026 you\u2019re a character in a massive interactive world. To make good on that promise, the teams at Cloud Imperium and Illfonic are pushing the boundaries of a first-person shooter in Star Marine much the same way we\u2019ve \u2018built out\u2019 space combat in Arena Commander.\n\nIn designing and engineering Star Citizen\u2019s FPS mode (which players will first test in Star Marine), we\u2019ve made a conscious effort to throw out systems that have become standard in first-person shooters in favor of taking an entirely new look. We\u2019ve gone back to the drawing board to look for ways not only to set Star Citizen apart, but to add more balance to gameplay. This post describes how we will deal with aim stances and breathing during first-person shooter combat. Both of these systems add additional balance and tactical gameplay to Star Citizen, as well as improving the overall realism.\n\nOnce we premiere these systems in Star Marine, the Star Citizen community will help us balance and evolve them just as you have fighter combat in Arena Commander. In exactly the same way that you\u2019ve helped us perfect spaceship throttles and laser impacts, you will help us perfect how characters run and aim and even breathe. And from there, the systems developed in the FPS will benefit every part of Star Citizen, from border gunfights in the persistent universe to the first-person combat that will occur in Squadron 42!\n\nStances\nWhat are stances, and why do they matter? Aim stances affect how fast a fighter can bring the weapon up to look down the sight, as well as accuracy while shooting without aiming. Most traditional FPS games have two aim stances: firing while you\u2019re moving (hips) or carefully closing in on your weapon (sights). The standard tradeoff is field of view versus weapon accuracy: firing while moving is less accurate, but you have a wider view of the battlefield. Firing while focusing on your weapon\u2019s sights lets you target very specifically, but you lose your peripheral vision.\n\nStar Marine \u2014 and Star Citizen proper \u2014 will feature three stances. Having three possible stances instead of two means that the game will have a more realistic system of weapon handling, which will immediately impact gameplay. Star Citizen\u2019s three stances are Lowered, Ready and Aim Down Sights (ADS). The Lowered stance trades the ability to fire for maneuverability. The Ready stance slows a soldier\u2019s movement while making reactionary fire and aiming a lot faster and more accurate. The ADS stance is the most accurate, but has the slowest movement and most restricted visibility of the three stances.\n\nLowered Stance\nThe Lowered weapon stance allows you to move fast (sprint, jump, etc.) and use all the contextual navigation available. The tradeoff is that firing requires you to switch to at least the Ready stance, which takes time. Bringing the weapon up for aiming takes longer since your weapon isn\u2019t near the aim pose. (Attempting to fire from this stance would be \u2018shooting from the hip,\u2019 which would result in a large amount of spread, sway and recoil, since the weapon doesn\u2019t have a stable platform absorbing the energy of firing. You would have little ability to adjust where the rounds are impacting in this stance.)\n\nReady Stance\nThe Ready stance brings the weapon up to the shoulder but without the camera looking down the sight. This will feel similar to traditional FPS weapons when you are not looking down the sights (most like the \u2018hips\u2019 stance in the two-stance system). To use the Lowered stance, character movement must first slow to a walk. Contextual navigation will also be limited. In this stance, the character can much more quickly raise his weapon for the ADS stance (as the weapon is close to that position already). Spread, sway and recoil are more limited in this stance, and the position of the weapon absorbs the energy of firing in the shoulder and be fairly accurate \u2014 but not as accurate as using sights!\n\nADS Stance\nThe Aim Down Sights stance reduces you to a slow walk. The camera will be looking directly down the sights of the weapon, making it the most accurate it can be. The spread, sway and recoil will be quite low (depending on the weapon and firing mode). Unlike the other stances, which are activated contextually based on player movement, the ADS stance must be explicitly activated. The process of \u2018getting to\u2019 ADS differs depending on which of the other two stances the character is in: the transition from Lowered stance is quicker, while it will take takes longer for someone in moving from Lowered stance.\n\nYou will be unable to use any contextual actions while aiming, making maneuverability severely diminished. Attempting to sprint does not take you out of this state like it would from Ready. From a gameplay perspective, players will be forced to think about their natural movements during a combat scenario. Sprinting from place to place now carries the additional balance layer, making it take additional time to aim your weapon accurately once you have stopped sprinting. The intention is that players will make smart, tactical decisions based on their overall abilities rather than attempting to blindly run around and gun down everything that moves!\n\nHow it Works\nMuch of this system happens automatically. Sprinting or using contextual navigation initiates the Lowered stance, while moving slowly and deliberately keeps your weapon in the Ready stance. When in the Lowered stance (entered by sprinting or using contextual navigation), pressing the Fire button will brings you back into the Ready stance.\n\nTapping the Fire button brings the weapon to the Ready stance from Lowered. Holding the button begins firing the weapon as it transitions to the Ready Stance, and releasing the fire button returns you to the Ready stance (unless any other navigation stance change button is used: Shift, Space Bar, Control). When in the Ready stance, pressing the Aim button brings you into the Aim Down Sight stance. Releasing the held button returns the weapon to the Ready stance.\n\nHUD Differences\nFinally, your HUD view will change based on your stance. When in Lowered mode, there is no reticle, making characters rely on their enhanced movement rather than the weaponry available in the ADS and the Ready stances to be combat effective. The Ready stance also has no precise reticle, but will indicate where the weapon is aiming based on your helmet and attached items. In the ADS stance, a reticle will appear, based on the type of attachment you have assigned (iron sights, reflex holo, sniper, etc.).\n\nBreathing\nWhen we pitched a \u2018living, breathing universe,\u2019 we weren\u2019t kidding! Stamina and breathing will be an important part of Star Citizen\u2019s FPS mode, simulated in order to make first person combat a much deeper and more tactical experience than many familiar FPS titles.\n\nStamina\nStamina is a resource you will need to manage. Performing actions such as sprinting, vaulting, mounting, climbing and breath control (detailed below) will lower your stamina. Low stamina will have several temporary knock-on effects, such as drastically reduced sprint distance, diminished ability to aim properly, and even a reduced amount of time that breath can be held. This is intended to slow the pace of combat, so that it feels more tactical and reinforces our intention that survival takes consideration, rather than random firing. Actions such as sprinting, jumping, climbing, vaulting and holding breath reduce stamina, while walking slowly (slow regeneration), standing still (faster!), staying behind cover, or aiming without holding breath will regenerate it.\n\nAdditionally, your armor and other held equipment will have a direct impact on your stamina consumption. If you are in large heavy armor, then stamina will drain at a much faster rate. If you are wearing light armor, then stamina will go down more slowly and you can run around a bit more. The armor you wear should have little impact on how fast you regain stamina so long as you remain still. This should add a nice choice when you have to sacrifice maneuverability for defense and vice versa! The design team is experimenting with several different options for \u2018displaying\u2019 stamina without taking you out of the universe; the current thought is to indicate on the HUD how much stamina is available via a heart rate monitor.\n\nIf you have little to no stamina remaining, your character will be breathing very heavily. This will make the bullet spread and sway increase dramatically. This will help prevent you from running around and expecting to be able to fire as accurately while you run. This also will make natural pauses during breathing (after heavy exertion) very short, making accurate fire a lot more difficult. Your helmet will make small changes to the HUD and even your helmet\u2019s glass, depending on the level of stamina. With low stamina from running around, you will breathe heavily, fogging the helmet and further obscuring the view.\n\nBreathing\nWe intend to prove that breathing can be an active, interesting part of the FPS experience. Soldiers must control their breathing in order to fire more accurately, so why not simulate that in the game? Firing at the top and bottom of each breath, or holding your breath entirely, are ways soldiers learn to fire their weapons most effectively, so it makes sense to reward players for having the skill and patience to do the same.\n\nFiring at the top and\/or bottom of your natural breaths mean that there is (briefly) no movement of the upper chest to move the barrel, making your shots more accurate. Holding your breath is another way which can be used for a longer stabilization time, at the risk of waiting too long and needing to catch your breath \u2014 with a resulting loss of stamina, should you hold it too long!\n\nThese \u201cnatural pauses\u201d during the breathing cycle will only occur while in the Aiming Down Sights stance. There will be a pause at the top and bottom of each breath. During this pause there will be almost no movement to the sights and it will be the best time to fire. We might also tighten the spread of the rounds when firing at these points. (See below picture for the range explanation.)\n\nBreakdown of full stamina breath pattern:\n\n1 Second pauses at the top and bottom of the each breath\n\n2 Seconds to move from the top to the bottom of the breath\n\nLeft and right sway and up and down limits are dictated by the weapon and attachments\u2019 values\n\nUp, down, left and right sway values should be determined by modifiers on the weapon\u2019s sway\n\nBreakdown of no stamina breath pattern:\n\nVery short pauses at the top and bottom of each breath, about .2 \u2013 .3 seconds\n\nVery rapid up and down travel time of about 1 second\n\nLeft and right sway and up and down limits can have a modifier on top of the base weapon and attachments\u2019 values\n\nUp, down, left and right values should be determined by modifiers on the weapon\u2019s sway\nHolding your breath is the active part of the breath system. By holding a button, you will hold your breath for a specific amount of time before your character releases the breath for you. The longer you hold your breath, the lower your stamina gets. If you have little to no stamina, then you will not be able to hold your breath very long.\n\nBreakdown of full stamina breath hold:\n\nHolding [key] will begin the \u201chold breath\u201d state\n\nSway is reduced to 0 for the duration\n\nYou can hold your breath for 10 seconds before needing to release (this action will be involuntary)\n\nThe release will create sway for 3 seconds, with a modifier making it a bit more extreme\n\nAfter the sway, breathing returns to normal\n\nBreakdown of no stamina breath hold:\n\nHolding [key] will begin the \u201chold breath\u201d state\n\nSway is reduced to 0 for the duration\n\nYou can hold your breath for 1 second before releasing\n\nThe release will create sway for 6 seconds, with a modifier making it a bit more extreme\n\nAfter the exaggerated sway, breathing returns to the breath cycle based on current stamina\n\nNext Steps\nThe team is on the lookout for more ways to make Star Marine\u2019s first-person shooter simulation realistic and challenging. Going forward, we\u2019re looking into how we can apply this same system to melee combat and brawling. With breathing and stamina as balance points, we believe we can make for something a little more interesting than the traditional \u2018press space to punch\u2019 melee option. Animation speed, damage amount and more can be tied to the breathing and stamina subsystems, making for melee combat that\u2019s more like a real fight.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nWir haben Star Citizen das \"First Person Universe\" genannt, weil wir beabsichtigen, eine ganze Welt zu schaffen, mit der Sie interagieren k\u00f6nnen. Du bist nicht nur ein Raumschiff oder eine schwebende Kamera.... du bist eine Figur in einer riesigen interaktiven Welt. Um dieses Versprechen einzul\u00f6sen, verschieben die Teams von Cloud Imperium und Illfonic die Grenzen eines First-Person-Shooters in Star Marine, so wie wir den Weltraumkampf in Arena Commander \"aufgebaut\" haben.\n\nBei der Entwicklung und Konstruktion des FPS-Modus von Star Citizen (den die Spieler zuerst in Star Marine testen werden) haben wir uns bewusst bem\u00fcht, Systeme wegzuwerfen, die bei Ego-Shootern Standard geworden sind, um einen v\u00f6llig neuen Look zu erhalten. Wir sind zur\u00fcck zum Rei\u00dfbrett gegangen, um nach M\u00f6glichkeiten zu suchen, nicht nur Star Citizen hervorzuheben, sondern auch dem Gameplay mehr Ausgewogenheit zu verleihen. Dieser Beitrag beschreibt, wie wir mit Zielstellungen und Atmung w\u00e4hrend des Ego-Shooter-Kampfes umgehen werden. Beide Systeme verleihen Star Citizen zus\u00e4tzliche Ausgewogenheit und taktisches Gameplay und verbessern den allgemeinen Realismus.\n\nSobald wir diese Systeme in Star Marine vorgestellt haben, wird uns die Star Citizen Gemeinschaft helfen, sie auszubalancieren und weiterzuentwickeln, so wie du im Arena Commander einen Kampf gegen den K\u00e4mpfer hast. Genauso wie Sie uns geholfen haben, Raumschiffdrosseln und Lasereinschl\u00e4ge zu perfektionieren, werden Sie uns helfen, zu perfektionieren, wie Charaktere laufen und zielen und sogar atmen. Und von dort aus werden die im FPS entwickelten Systeme jedem Teil von Star Citizen zugute kommen, von Grenz-Schie\u00dfereien im persistenten Universum bis hin zum Ego-Kampf, der in Staffel 42 stattfinden wird!\n\nHaltungen\nWas sind Haltungen und warum sind sie wichtig? Zielhaltungen beeinflussen, wie schnell ein K\u00e4mpfer die Waffe hochbringen kann, um das Visier nach unten zu schauen, sowie die Genauigkeit beim Schie\u00dfen ohne zu zielen. Die meisten traditionellen FPS-Spiele haben zwei Zielstellungen: Schie\u00dfen beim Bewegen (H\u00fcften) oder vorsichtiges Ann\u00e4hern an die Waffe (Visier). Der Standard-Kompromiss ist Sichtfeld gegen Waffengenauigkeit: Das Schie\u00dfen w\u00e4hrend der Bewegung ist weniger genau, aber Sie haben einen gr\u00f6\u00dferen Blick auf das Schlachtfeld. Das Schie\u00dfen bei gleichzeitiger Konzentration auf das Visier Ihrer Waffe erm\u00f6glicht es Ihnen, sehr gezielt zu zielen, aber Sie verlieren Ihr peripheres Sehen.\n\nStar Marine - und Star Citizen selbst - werden drei Haltungen haben. Drei m\u00f6gliche Haltungen statt zwei bedeuten, dass das Spiel \u00fcber ein realistischeres System des Waffenhandlings verf\u00fcgen wird, was sich sofort auf das Gameplay auswirkt. Die drei Haltungen von Star Citizen sind Lowered, Ready und Aim Down Sights (ADS). Die gesenkte Haltung tauscht die F\u00e4higkeit zu feuern gegen Man\u00f6vrierf\u00e4higkeit aus. Die Bereitschaftshaltung verlangsamt die Bewegung eines Soldaten, macht reaktion\u00e4res Feuer und zielt viel schneller und genauer. Die ADS-Haltung ist die genaueste, hat aber die langsamste Bewegung und die schlechteste Sicht auf die drei Haltungen.\n\nAbgesenkte Haltung\nDie abgesenkte Waffenhaltung erm\u00f6glicht es dir, dich schnell zu bewegen (Sprint, Sprung, etc.) und alle verf\u00fcgbaren kontextuellen Navigationsm\u00f6glichkeiten zu nutzen. Der Kompromiss ist, dass das Feuern erfordert, dass du zumindest auf die Bereitschaftshaltung umschaltest, was Zeit braucht. Das Aufbringen der Waffe zum Zielen dauert l\u00e4nger, da sich die Waffe nicht in der N\u00e4he der Zielposition befindet. (Der Versuch, aus dieser Haltung heraus zu schie\u00dfen, w\u00e4re ein \"Schie\u00dfen aus der H\u00fcfte\", was zu einer gro\u00dfen Menge an Spreizung, Schwankung und R\u00fccksto\u00df f\u00fchren w\u00fcrde, da die Waffe keine stabile Plattform hat, die die Energie des Schusses absorbiert. Du h\u00e4ttest kaum die M\u00f6glichkeit, in dieser Haltung einzustellen, wo die Runden sich auswirken.\n\nBereitschaftsstellung\nDie Bereitschaftshaltung bringt die Waffe bis zur Schulter, aber ohne dass die Kamera das Visier hinunterblickt. Dies wird sich \u00e4hnlich wie bei traditionellen FPS-Waffen anf\u00fchlen, wenn man nicht auf die Stra\u00dfe schaut (am ehesten wie die Haltung der H\u00fcften im Zwei-Stellungs-System). Um die abgesenkte Haltung zu verwenden, muss die Charakterbewegung zun\u00e4chst zu einem Gang verlangsamen. Auch die kontextuelle Navigation wird eingeschr\u00e4nkt sein. In dieser Haltung kann der Charakter seine Waffe f\u00fcr die ADS-Haltung viel schneller anheben (da sich die Waffe bereits in der N\u00e4he dieser Position befindet). Spreizen, Schwingen und R\u00fccksto\u00df sind in dieser Haltung begrenzter, und die Position der Waffe absorbiert die Energie des Schusses in der Schulter und ist ziemlich genau - aber nicht so genau wie die Verwendung von Visier!\n\nADS Haltung\nDie Aim Down Sights Haltung reduziert Sie auf einen langsamen Spaziergang. Die Kamera schaut direkt auf die Visiere der Waffe und macht sie so genau wie m\u00f6glich. Die Spreizung, Schwankung und der R\u00fccksto\u00df sind relativ gering (je nach Waffe und Schussmodus). Im Gegensatz zu den anderen Haltungen, die kontextuell aufgrund der Spielerbewegung aktiviert werden, muss die ADS-Haltung explizit aktiviert werden. Der Prozess des \"Kommens zu\" ADS unterscheidet sich je nachdem, in welcher der beiden anderen Haltungen sich der Charakter befindet: Der \u00dcbergang von der abgesenkten Haltung ist schneller, w\u00e4hrend es l\u00e4nger dauert, bis jemand von der abgesenkten Haltung abweicht.\n\nDu wirst nicht in der Lage sein, kontextuelle Aktionen beim Zielen zu verwenden, was die Man\u00f6vrierf\u00e4higkeit stark einschr\u00e4nkt. Der Versuch, zu sprinten, bringt dich nicht aus diesem Zustand heraus, wie es bei Ready der Fall w\u00e4re. Aus spielerischer Sicht werden die Spieler gezwungen sein, w\u00e4hrend eines Kampfszenarios \u00fcber ihre nat\u00fcrlichen Bewegungen nachzudenken. Der Sprint von Ort zu Ort tr\u00e4gt nun die zus\u00e4tzliche Ausgleichsschicht, so dass es zus\u00e4tzliche Zeit braucht, um Ihre Waffe genau auszurichten, sobald Sie mit dem Sprinten aufgeh\u00f6rt haben. Die Absicht ist, dass die Spieler intelligente, taktische Entscheidungen auf der Grundlage ihrer Gesamtf\u00e4higkeiten treffen, anstatt zu versuchen, blind herumzulaufen und alles, was sich bewegt, abzuschiessen!\n\nSo funktioniert es\nEin Gro\u00dfteil dieses Systems geschieht automatisch. Das Sprinten oder die Verwendung von kontextabh\u00e4ngiger Navigation l\u00f6st die abgesenkte Haltung aus, w\u00e4hrend Sie sich langsam und bewusst bewegen, um Ihre Waffe in der Bereitschaftsstellung zu halten. Wenn Sie sich in der abgesenkten Haltung (eingegeben durch Sprinten oder kontextuelle Navigation) befinden, bringt Sie das Dr\u00fccken der Feuer-Taste zur\u00fcck in die Bereitschaftshaltung.\n\nWenn Sie auf den Feuerknopf tippen, wird die Waffe von Niedriger auf Bereit gestellt. Wenn Sie den Knopf gedr\u00fcckt halten, beginnt die Waffe zu feuern, w\u00e4hrend sie in die Bereitschaftshaltung \u00fcbergeht, und wenn Sie den Feuerschalter loslassen, kehren Sie in die Bereitschaftsstellung zur\u00fcck (es sei denn, es wird eine andere Navigationstaste verwendet: Shift, Leertaste, Kontrolle). Wenn Sie sich in der Bereitschaftsstellung befinden, k\u00f6nnen Sie durch Dr\u00fccken der Zieltaste in die Zielvorgabe gelangen. Wenn Sie den gehaltenen Knopf loslassen, kehrt die Waffe in die Bereitschaftsstellung zur\u00fcck.\n\nHUD Unterschiede\nSchlie\u00dflich \u00e4ndert sich Ihre HUD-Ansicht entsprechend Ihrer Haltung. Im Lowered-Modus gibt es kein Absehen, so dass sich die Charaktere auf ihre verst\u00e4rkte Bewegung verlassen k\u00f6nnen, anstatt auf die Waffen, die in den ADS und den Ready-Haltungen verf\u00fcgbar sind, um kampfwirksam zu sein. Die Bereitschaftshaltung hat auch kein pr\u00e4zises Absehen, zeigt aber anhand Ihres Helmes und der angebrachten Gegenst\u00e4nde an, wohin die Waffe zielt. In der ADS-Stellung erscheint ein Fadenkreuz, basierend auf der Art der von Ihnen zugewiesenen Befestigung (Eisenvisier, Reflexholo, Scharfsch\u00fctze, etc.).\n\nAtmung\nAls wir ein \"lebendes, atmendes Universum\" vorgeschlagen haben, haben wir nicht gescherzt! Ausdauer und Atmung werden ein wichtiger Bestandteil des FPS-Modus von Star Citizen sein, der simuliert wurde, um den Kampf der ersten Person zu einer viel tieferen und taktischeren Erfahrung zu machen als viele bekannte FPS-Titel.\n\nAusdauer\nAusdauer ist eine Ressource, die du verwalten musst. Die Durchf\u00fchrung von Aktionen wie Sprinten, Springen, Springen, Montieren, Klettern und Atemkontrolle (siehe unten) verringert deine Ausdauer. Niedrige Ausdauer hat mehrere tempor\u00e4re Knock-On-Effekte, wie z.B. drastisch reduzierte Sprintdistanz, verminderte F\u00e4higkeit, richtig zu zielen, und sogar eine verk\u00fcrzte Zeit, in der die Atmung gehalten werden kann. Dies soll das Tempo des Kampfes verlangsamen, so dass es sich taktischer anf\u00fchlt und unsere Absicht bekr\u00e4ftigt, dass das \u00dcberleben ber\u00fccksichtigt wird und nicht das Zufallsschie\u00dfen. Aktionen wie Sprinten, Springen, Klettern, Springen, Springen, Voltigieren und Atem anhalten reduzieren die Ausdauer, w\u00e4hrend langsames Gehen (langsame Regeneration), Stillstand (schneller!), Zur\u00fcckbleiben hinter Deckung oder Zielen ohne Atemzug regenerieren sie.\n\nZus\u00e4tzlich haben deine R\u00fcstung und andere gehaltene Ausr\u00fcstung einen direkten Einfluss auf deinen Ausdauerverbrauch. Wenn du dich in einer gro\u00dfen schweren R\u00fcstung befindest, dann wird die Ausdauer viel schneller abnehmen. Wenn du eine leichte R\u00fcstung tr\u00e4gst, dann sinkt die Ausdauer langsamer und du kannst ein wenig mehr herumlaufen. Die R\u00fcstung, die du tr\u00e4gst, sollte wenig Einfluss darauf haben, wie schnell du deine Ausdauer wiedererlangst, solange du still stehst. Dies sollte eine gute Wahl sein, wenn du die Man\u00f6vrierf\u00e4higkeit f\u00fcr die Verteidigung opfern musst und umgekehrt! Das Designteam experimentiert mit mehreren verschiedenen Optionen, um die Ausdauer zu \"zeigen\", ohne Sie aus dem Universum zu f\u00fchren; der aktuelle Gedanke ist, auf dem HUD anzugeben, wie viel Ausdauer \u00fcber einen Pulsmesser zur Verf\u00fcgung steht.\n\nWenn du wenig bis keine Ausdauer mehr hast, wird dein Charakter sehr schwer atmen. Dies wird dazu f\u00fchren, dass sich die Kugel ausbreitet und die Schwankung dramatisch zunimmt. Dies wird dazu beitragen, dass Sie nicht herumlaufen und erwarten, dass Sie w\u00e4hrend des Laufens so genau feuern k\u00f6nnen. Dies f\u00fchrt auch dazu, dass die nat\u00fcrlichen Pausen w\u00e4hrend der Atmung (nach starker Anstrengung) sehr kurz sind, was ein pr\u00e4zises Feuer viel schwieriger macht. Ihr Helm nimmt kleine \u00c4nderungen am HUD und sogar am Glas Ihres Helmes vor, je nach Ausdauergrad. Mit geringer Ausdauer beim Herumlaufen werden Sie schwer atmen, den Helm beschlagen und die Aussicht weiter verdecken.\n\nAtmung\nWir wollen beweisen, dass die Atmung ein aktiver, interessanter Teil der FPS-Erfahrung sein kann. Soldaten m\u00fcssen ihre Atmung kontrollieren, um genauer feuern zu k\u00f6nnen, warum also nicht das im Spiel simulieren? Das Abfeuern am oberen und unteren Ende jedes Atemzuges oder das vollst\u00e4ndige Halten des Atemzuges sind M\u00f6glichkeiten, wie Soldaten lernen, ihre Waffen am effektivsten abzufeuern, also ist es sinnvoll, Spieler daf\u00fcr zu belohnen, dass sie die F\u00e4higkeit und Geduld haben, dasselbe zu tun.\n\nWenn Sie oben und\/oder unten auf Ihre nat\u00fcrlichen Atemz\u00fcge feuern, gibt es (kurzzeitig) keine Bewegung der oberen Brust, um den Lauf zu bewegen, was Ihre Sch\u00fcsse pr\u00e4ziser macht. Das Halten des Atems ist eine weitere M\u00f6glichkeit, die f\u00fcr eine l\u00e4ngere Stabilisierungszeit genutzt werden kann, mit der Gefahr, zu lange zu warten und zu atmen - mit einem daraus resultierenden Verlust an Ausdauer, sollte man ihn zu lange anhalten!\n\nDiese \"nat\u00fcrlichen Pausen\" w\u00e4hrend des Atemzyklus treten nur in der Haltung des Aiming Down Sights auf. Es gibt eine Pause oben und unten bei jedem Atemzug. W\u00e4hrend dieser Pause wird es fast keine Bewegung zu den Sehensw\u00fcrdigkeiten geben und es wird die beste Zeit zum Feuern sein. Wir k\u00f6nnten auch die Streuung der Kugeln straffen, wenn wir auf diese Punkte schie\u00dfen. (Siehe untenstehende Abbildung f\u00fcr die Bereichserkl\u00e4rung.)\n\nAbbau des vollen Atemmusters der Ausdauer:\n\n1 Zweite Pausen am oberen und unteren Ende jedes Atemzuges 2 Sekunden, um sich von oben nach unten zu bewegen Linkes und rechtes Schwingen und auf und ab Grenzen werden durch die Waffe und die Werte der Anbauger\u00e4te vorgegeben Auf, ab, links und rechts Schwingungswerte sollten durch Modifikatoren am Schwingen der Waffe bestimmt werden:\n\nSehr kurze Pausen am oberen und unteren Ende jedes Atemzuges, ca. .2 - .3 Sekunden Sehr schnelle Auf- und Ablaufzeit von ca. 1 Sekunde Linkes und rechtes Schwingen und Auf- und Abgrenzen k\u00f6nnen einen Modifikator auf der Oberseite der Basiswaffe haben und die Werte der Aufs\u00e4tze Auf-, Ab-, Links- und Rechtswerte sollten durch Modifikatoren auf dem Schwingen der Waffe bestimmt werden.\nDas Halten des Atems ist der aktive Teil des Atemsystems. Durch das Halten einer Taste h\u00e4ltst du deinen Atem f\u00fcr eine bestimmte Zeit an, bevor dein Charakter den Atem f\u00fcr dich freigibt. Je l\u00e4nger du den Atem anh\u00e4ltst, desto geringer wird deine Ausdauer. Wenn du wenig bis gar keine Ausdauer hast, dann wirst du deinen Atem nicht sehr lange anhalten k\u00f6nnen. Abbau der vollen Ausdauer Atempause:\n\nHalten[Taste] beginnt mit dem Zustand \"Atem anhalten\" Sway wird f\u00fcr die Dauer von 10 Sekunden auf 0 reduziert Sie k\u00f6nnen Ihren Atem anhalten, bevor Sie loslassen m\u00fcssen (diese Aktion wird unfreiwillig sein) Die Freigabe erzeugt f\u00fcr 3 Sekunden Schwankungen, mit einem Modifikator, der es etwas extremer macht Nach der Schwankung kehrt die Atmung zur normalen Aufteilung ohne Ausdauer-Atemanschlag zur\u00fcck:\n\nHalten[Taste] beginnt mit dem Zustand \"Atem anhalten\" Sway wird f\u00fcr die Dauer von 1 Sekunde auf 0 reduziert Sie k\u00f6nnen Ihren Atem anhalten, bevor Sie ihn loslassen Die Freigabe erzeugt eine Schwankung f\u00fcr 6 Sekunden, mit einem Modifikator, der ihn etwas extremer macht Nach dem \u00fcbertriebenen Schwingen kehrt die Atmung in den Atemzyklus zur\u00fcck, basierend auf der aktuellen Ausdauer N\u00e4chste Schritte\nDas Team ist auf der Suche nach weiteren M\u00f6glichkeiten, um Star Marine's First-Person-Shooter-Simulation realistisch und herausfordernd zu gestalten. In Zukunft pr\u00fcfen wir, wie wir dieses System auch auf Nahkampfk\u00e4mpfe und Schl\u00e4gereien anwenden k\u00f6nnen. Mit Atmung und Ausdauer als Ausgleichspunkte glauben wir, dass wir etwas Interessanteres erreichen k\u00f6nnen als die traditionelle Nahkampfoption \"Press Space to punch\". Animationsgeschwindigkeit, Schadensbetrag und mehr k\u00f6nnen an die Subsysteme Atmung und Ausdauer gebunden werden, was einen Nahkampf erm\u00f6glicht, der eher einem echten Kampf \u00e4hnelt.","zh_CN":"Greetings Citizens,\nWe\u2019ve called Star Citizen the \u2018First Person Universe\u2019 because we intend to create an entire world for you to interact with. You aren\u2019t just a spaceship or a floating camera \u2026 you\u2019re a character in a massive interactive world. To make good on that promise, the teams at Cloud Imperium and Illfonic are pushing the boundaries of a first-person shooter in Star Marine much the same way we\u2019ve \u2018built out\u2019 space combat in Arena Commander.\n\nIn designing and engineering Star Citizen\u2019s FPS mode (which players will first test in Star Marine), we\u2019ve made a conscious effort to throw out systems that have become standard in first-person shooters in favor of taking an entirely new look. We\u2019ve gone back to the drawing board to look for ways not only to set Star Citizen apart, but to add more balance to gameplay. This post describes how we will deal with aim stances and breathing during first-person shooter combat. Both of these systems add additional balance and tactical gameplay to Star Citizen, as well as improving the overall realism.\n\nOnce we premiere these systems in Star Marine, the Star Citizen community will help us balance and evolve them just as you have fighter combat in Arena Commander. In exactly the same way that you\u2019ve helped us perfect spaceship throttles and laser impacts, you will help us perfect how characters run and aim and even breathe. And from there, the systems developed in the FPS will benefit every part of Star Citizen, from border gunfights in the persistent universe to the first-person combat that will occur in Squadron 42!\n\nStances\nWhat are stances, and why do they matter? Aim stances affect how fast a fighter can bring the weapon up to look down the sight, as well as accuracy while shooting without aiming. Most traditional FPS games have two aim stances: firing while you\u2019re moving (hips) or carefully closing in on your weapon (sights). The standard tradeoff is field of view versus weapon accuracy: firing while moving is less accurate, but you have a wider view of the battlefield. Firing while focusing on your weapon\u2019s sights lets you target very specifically, but you lose your peripheral vision.\n\nStar Marine \u2014 and Star Citizen proper \u2014 will feature three stances. Having three possible stances instead of two means that the game will have a more realistic system of weapon handling, which will immediately impact gameplay. Star Citizen\u2019s three stances are Lowered, Ready and Aim Down Sights (ADS). The Lowered stance trades the ability to fire for maneuverability. The Ready stance slows a soldier\u2019s movement while making reactionary fire and aiming a lot faster and more accurate. The ADS stance is the most accurate, but has the slowest movement and most restricted visibility of the three stances.\n\nLowered Stance\nThe Lowered weapon stance allows you to move fast (sprint, jump, etc.) and use all the contextual navigation available. The tradeoff is that firing requires you to switch to at least the Ready stance, which takes time. Bringing the weapon up for aiming takes longer since your weapon isn\u2019t near the aim pose. (Attempting to fire from this stance would be \u2018shooting from the hip,\u2019 which would result in a large amount of spread, sway and recoil, since the weapon doesn\u2019t have a stable platform absorbing the energy of firing. You would have little ability to adjust where the rounds are impacting in this stance.)\n\nReady Stance\nThe Ready stance brings the weapon up to the shoulder but without the camera looking down the sight. This will feel similar to traditional FPS weapons when you are not looking down the sights (most like the \u2018hips\u2019 stance in the two-stance system). To use the Lowered stance, character movement must first slow to a walk. Contextual navigation will also be limited. In this stance, the character can much more quickly raise his weapon for the ADS stance (as the weapon is close to that position already). Spread, sway and recoil are more limited in this stance, and the position of the weapon absorbs the energy of firing in the shoulder and be fairly accurate \u2014 but not as accurate as using sights!\n\nADS Stance\nThe Aim Down Sights stance reduces you to a slow walk. The camera will be looking directly down the sights of the weapon, making it the most accurate it can be. The spread, sway and recoil will be quite low (depending on the weapon and firing mode). Unlike the other stances, which are activated contextually based on player movement, the ADS stance must be explicitly activated. The process of \u2018getting to\u2019 ADS differs depending on which of the other two stances the character is in: the transition from Lowered stance is quicker, while it will take takes longer for someone in moving from Lowered stance.\n\nYou will be unable to use any contextual actions while aiming, making maneuverability severely diminished. Attempting to sprint does not take you out of this state like it would from Ready. From a gameplay perspective, players will be forced to think about their natural movements during a combat scenario. Sprinting from place to place now carries the additional balance layer, making it take additional time to aim your weapon accurately once you have stopped sprinting. The intention is that players will make smart, tactical decisions based on their overall abilities rather than attempting to blindly run around and gun down everything that moves!\n\nHow it Works\nMuch of this system happens automatically. Sprinting or using contextual navigation initiates the Lowered stance, while moving slowly and deliberately keeps your weapon in the Ready stance. When in the Lowered stance (entered by sprinting or using contextual navigation), pressing the Fire button will brings you back into the Ready stance.\n\nTapping the Fire button brings the weapon to the Ready stance from Lowered. Holding the button begins firing the weapon as it transitions to the Ready Stance, and releasing the fire button returns you to the Ready stance (unless any other navigation stance change button is used: Shift, Space Bar, Control). When in the Ready stance, pressing the Aim button brings you into the Aim Down Sight stance. Releasing the held button returns the weapon to the Ready stance.\n\nHUD Differences\nFinally, your HUD view will change based on your stance. When in Lowered mode, there is no reticle, making characters rely on their enhanced movement rather than the weaponry available in the ADS and the Ready stances to be combat effective. The Ready stance also has no precise reticle, but will indicate where the weapon is aiming based on your helmet and attached items. In the ADS stance, a reticle will appear, based on the type of attachment you have assigned (iron sights, reflex holo, sniper, etc.).\n\nBreathing\nWhen we pitched a \u2018living, breathing universe,\u2019 we weren\u2019t kidding! Stamina and breathing will be an important part of Star Citizen\u2019s FPS mode, simulated in order to make first person combat a much deeper and more tactical experience than many familiar FPS titles.\n\nStamina\nStamina is a resource you will need to manage. Performing actions such as sprinting, vaulting, mounting, climbing and breath control (detailed below) will lower your stamina. Low stamina will have several temporary knock-on effects, such as drastically reduced sprint distance, diminished ability to aim properly, and even a reduced amount of time that breath can be held. This is intended to slow the pace of combat, so that it feels more tactical and reinforces our intention that survival takes consideration, rather than random firing. Actions such as sprinting, jumping, climbing, vaulting and holding breath reduce stamina, while walking slowly (slow regeneration), standing still (faster!), staying behind cover, or aiming without holding breath will regenerate it.\n\nAdditionally, your armor and other held equipment will have a direct impact on your stamina consumption. If you are in large heavy armor, then stamina will drain at a much faster rate. If you are wearing light armor, then stamina will go down more slowly and you can run around a bit more. The armor you wear should have little impact on how fast you regain stamina so long as you remain still. This should add a nice choice when you have to sacrifice maneuverability for defense and vice versa! The design team is experimenting with several different options for \u2018displaying\u2019 stamina without taking you out of the universe; the current thought is to indicate on the HUD how much stamina is available via a heart rate monitor.\n\nIf you have little to no stamina remaining, your character will be breathing very heavily. This will make the bullet spread and sway increase dramatically. This will help prevent you from running around and expecting to be able to fire as accurately while you run. This also will make natural pauses during breathing (after heavy exertion) very short, making accurate fire a lot more difficult. Your helmet will make small changes to the HUD and even your helmet\u2019s glass, depending on the level of stamina. With low stamina from running around, you will breathe heavily, fogging the helmet and further obscuring the view.\n\nBreathing\nWe intend to prove that breathing can be an active, interesting part of the FPS experience. Soldiers must control their breathing in order to fire more accurately, so why not simulate that in the game? Firing at the top and bottom of each breath, or holding your breath entirely, are ways soldiers learn to fire their weapons most effectively, so it makes sense to reward players for having the skill and patience to do the same.\n\nFiring at the top and\/or bottom of your natural breaths mean that there is (briefly) no movement of the upper chest to move the barrel, making your shots more accurate. Holding your breath is another way which can be used for a longer stabilization time, at the risk of waiting too long and needing to catch your breath \u2014 with a resulting loss of stamina, should you hold it too long!\n\nThese \u201cnatural pauses\u201d during the breathing cycle will only occur while in the Aiming Down Sights stance. There will be a pause at the top and bottom of each breath. During this pause there will be almost no movement to the sights and it will be the best time to fire. We might also tighten the spread of the rounds when firing at these points. (See below picture for the range explanation.)\n\nBreakdown of full stamina breath pattern:\n\n1 Second pauses at the top and bottom of the each breath\n\n2 Seconds to move from the top to the bottom of the breath\n\nLeft and right sway and up and down limits are dictated by the weapon and attachments\u2019 values\n\nUp, down, left and right sway values should be determined by modifiers on the weapon\u2019s sway\n\nBreakdown of no stamina breath pattern:\n\nVery short pauses at the top and bottom of each breath, about .2 \u2013 .3 seconds\n\nVery rapid up and down travel time of about 1 second\n\nLeft and right sway and up and down limits can have a modifier on top of the base weapon and attachments\u2019 values\n\nUp, down, left and right values should be determined by modifiers on the weapon\u2019s sway\nHolding your breath is the active part of the breath system. By holding a button, you will hold your breath for a specific amount of time before your character releases the breath for you. The longer you hold your breath, the lower your stamina gets. If you have little to no stamina, then you will not be able to hold your breath very long.\n\nBreakdown of full stamina breath hold:\n\nHolding [key] will begin the \u201chold breath\u201d state\n\nSway is reduced to 0 for the duration\n\nYou can hold your breath for 10 seconds before needing to release (this action will be involuntary)\n\nThe release will create sway for 3 seconds, with a modifier making it a bit more extreme\n\nAfter the sway, breathing returns to normal\n\nBreakdown of no stamina breath hold:\n\nHolding [key] will begin the \u201chold breath\u201d state\n\nSway is reduced to 0 for the duration\n\nYou can hold your breath for 1 second before releasing\n\nThe release will create sway for 6 seconds, with a modifier making it a bit more extreme\n\nAfter the exaggerated sway, breathing returns to the breath cycle based on current stamina\n\nNext Steps\nThe team is on the lookout for more ways to make Star Marine\u2019s first-person shooter simulation realistic and challenging. Going forward, we\u2019re looking into how we can apply this same system to melee combat and brawling. With breathing and stamina as balance points, we believe we can make for something a little more interesting than the traditional \u2018press space to punch\u2019 melee option. Animation speed, damage amount and more can be tied to the breathing and stamina subsystems, making for melee combat that\u2019s more like a real fight."},"links_count":0,"comment_count":466,"created_at":"2015-04-11T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 15:08:09","valid_relations":["images","links"],"prev_id":14652,"next_id":14654}}