Reloading animations

Thread: Reloading animations

  1. ♔GrinningManiac♔'s Avatar

    ♔GrinningManiac♔ said:

    Default Reloading animations

    When they made and released ETW, people noticed that the loading animations on cannon and musket were innaccurate, elongated and wrongly-timed. They also saw that the cannons didn't have enough men manning them

    CA claimed that this was due to safety hazards with the actors, but I don't understand what saftey problems there are.

    AI, Campaign and Bugs are doubtlessly more important, but I want to know if this grating little detail will be adressed
     
  2. Jack Lusted's Avatar

    Jack Lusted said:

    Default Re: Reloading animations

    The reloading animations are over-long because that is what the loading skill for a unit affects, the higher the loading skill the shorter the reload animation of ramming projectile down the barrel goes on.
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  3. Razor's Avatar

    Razor said:

    Default Re: Reloading animations

    Quote Originally Posted by Jack Lusted View Post
    The reloading animations are over-long because that is what the loading skill for a unit affects, the higher the loading skill the shorter the reload animation of ramming projectile down the barrel goes on.
    Yeah but with ETW reloading a musket (the ramming part) took forever. Re-enactment demonstrations showed that a trained infantryman could load (and especially ram) hell of a lot faster than the units did in ETW.
     
  4. PGeo36's Avatar

    PGeo36 said:

    Default Re: Reloading animations

    I think it would be better if the other parts of the reloading process had longer animations that way it would shorten the time they take using the ramrod but keep the length.






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  5. Xelathur's Avatar

    Xelathur said:

    Default Re: Reloading animations

    Quote Originally Posted by PGeo36 View Post
    I think it would be better if the other parts of the reloading process had longer animations that way it would shorten the time they take using the ramrod but keep the length.
    Some units stand there ramming forever. This would be a great addition.
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  6. T.C.'s Avatar

    T.C. said:

    Default Re: Reloading animations

    I think youve got to look at it from a playability perspective. Ive the loading was much shorter, battles would be very short. If you wanted to make it more realistic, you'd have to kill unit movement speed (to counterbalance loading times) which would be more accurate but far less interesting
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  7. Tiberius Tosi said:

    Default Re: Reloading animations

    Quote Originally Posted by -TopCat- View Post
    I think youve got to look at it from a playability perspective. Ive the loading was much shorter, battles would be very short. If you wanted to make it more realistic, you'd have to kill unit movement speed (to counterbalance loading times) which would be more accurate but far less interesting
    Not to mention sending lethality rate being extremely low if it were historically accurate (1/2000 musket shots actually resulted in a kill according to many contemporary generals, granted many were wounded, but I for one would not want to sit around for that)
    Last edited by Tiberius Tosi; November 23, 2009 at 04:58 PM.
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  8. Lance-Corporal Jones's Avatar

    Lance-Corporal Jones said:

    Default Re: Reloading animations

    Quote Originally Posted by Tiberius Tosi View Post
    Not to mention sending lethality rate being extremely low if it were historically accurate (1/2000 musket shots actually resulted in a kill according to many contemporary generals, granted many were wounded, but I for one would not want to sit around for that)
    That doesn't mean a thing -- in Vietnam, the ammo to kill ratio was 3,000 rounds of small arms fire per enemy casualty. And right now, 250,000 bullets are being fired for every insurgent killed!

    Of course we know it's not the same, but the fact remains that back then -- as nowadays -- physical elimination was not the main deciding element in battles -- it was morale.

    In fact, if anything, ETW relies too much upon physical anihilation, and not enough on morale. The object shouldn't be to shoot the enemy to pieces; it to encircle him, make him break, and capture him in droves!
     
  9. Tiberius Tosi said:

    Default Re: Reloading animations

    Quote Originally Posted by Lance-Corporal Jones View Post
    That doesn't mean a thing -- in Vietnam, the ammo to kill ratio was 3,000 rounds of small arms fire per enemy casualty. And right now, 250,000 bullets are being fired for every insurgent killed!

    Of course we know it's not the same, but the fact remains that back then -- as nowadays -- physical elimination was not the main deciding element in battles -- it was morale.

    In fact, if anything, ETW relies too much upon physical anihilation, and not enough on morale. The object shouldn't be to shoot the enemy to pieces; it to encircle him, make him break, and capture him in droves!
    I know but I was saying if people want accurate reloading times then more accurate kill rates would be needed, otherwise battles would last 5 minutes and entire units could be wiped out within 20-30 seconds with ease.
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  10. Razor's Avatar

    Razor said:

    Default Re: Reloading animations

    Quote Originally Posted by Tiberius Tosi View Post
    I know but I was saying if people want accurate reloading times then more accurate kill rates would be needed, otherwise battles would last 5 minutes and entire units could be wiped out within 20-30 seconds with ease.
    Not if you either bring down the accuracy or the health damage or whatever kills the soldiers ingame.