I found in BF3 going prone was pretty handy in some tight corners and open fields. Traditionally Halo never had this, but Destiny isn't Halo, and going prone might be a needed ability when using some of the larger suppressive weapons or sniper rifles. Plus the benefit of conserving ammo if a player needs to wait out a Ai while being in a smaller detection box could be a life saving tool in the player kit while abroad in the open world.
Also I wouldn't mind some sort of climbing animation for players as well, so we can scale walls with say heavy foliage growing on it. This all plays to the Hunter class, but I could see it being universal only lets go with Titans climbing slower than both the Warlock and Hunter, while the Hunter is the faster of the three.
So if anybody remembers playing Turok I wouldn't mind some ability to leap across a chasm and grab onto a wall of vines and scale up the side of some Fallen Fortress to get the better of them.
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I mean... why not? Humans have the ability to lie on their stomachs. Why not allow it in video games? The fact that military shooters were the first to introduce/popularize it doesn't mean it shouldn't be in Destiny.
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This is the one thing in Halo that i didn't like (yes i know we were a super soldier). I believe it should be in destiny
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I think you should be able to prone. It would make the hunter class a lot more awesome.
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I would much prefer a tactical roll!
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Going prone will allow for more camping. Which will slow the pace
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I agree with every single thing that this guy said
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Edited by Makeshyft: 4/5/2013 12:06:01 AMThe abilty to prone is a [i]core secondary mechanic[/i] style choice. To discuss it's viablity, one must first theorize the facts of Destiny's combat design. [b]Core Player Mechanics:[/b] (Suite of Actions) [i]Shoot, Reload/Interact, ADS/Zoom, Throw Grenade, Switch Weapon, Use Ability/Power, Run, Sprint, Jump, Crouch, Melee[/i] Let us then divide these mechanics into primary and secondary catagories, defined by active vs. passive action towards achieving optimal end-state. (In this specific case, winning a combat vs. another agent) [b]Primary:[/b] [i]Shoot, Throw Grenade, Use Ability/Power, and Melee.[/i] [i]*Note[/i] all of the above, with the exception of [i]run[/i], are active damaging skills. This is what defines them as primary, as they directly further the achievement of our optimal end-state. [b]Secondary:[/b] [i]Reload/Interact, ADS/Zoom, Switch Weapon, Sprint, Jump, crouch[/i] All secondary skills assist primary skills. They improve the flexability of their use. Now, [i]Prone[/i] would act as a core secondary movement mechanic, vertically flattening your characters hitbox in order to offer less of a target. Within the context of this specific mechanic, we can extrapolate several game rules. [b]1. [/b] [i]A player who is prone will move at 1/4 to 1/8 normal movement speed.[/i] [b]2. [/b] [i]A player who is prone will have his 1st-person camera adjusted vertically to 1/6th it's normal height.[/i] [b]3. [/b] [i]A player who is prone will throw grenades at a reduced distance.[/i] [b]4.[/b] [i]A player who is prone will rotate his hitbox 90 degrees forward.[/i] (There are more, but these are relevant to my argument) Now, Destiny is by principle a action-shooter game. Here's a quick breakdown of traits this label implies: [i]- Based around quick reflexes, sudden combat, good problem solving skills, and fast thinking skills - Based around gunplay, vehicle usage, melee, and positioning skills. -Features short, quick matches in MP and fast-paced action sequences in SP.[/i] Now that we have some definitions, rules, and mechanics to work with, let's get to the bread and butter of a [i]Prone[/i] mechanic. As established by the 4 listed game rules defined by a [i]Prone[/i] action, we can extrapolate that a player using the mechanic would have several goals in mind: [b]1.[/b] Reduce the chances of being hit in combat. [b]2.[/b] Reduce the chances of being noticed in combat. But such an action does have negative effects as well: [b]1.[/b] Reduced movement speed. [b]2.[/b] Reduced visibility. [b]3.[/b] Reduced throw range on grenades. Now, an action game is defined by "sudden combat" and "fast thinking skills". Both these terms imply a fast paced combat environment, in which movement, positioning, and accuracy are paramount skills. Note the contradiction of this action game paradigm to the innate rules included in a [i]Prone[/i] mechanic. A [i]Prone[/i] mechanic slows down a players speed and decreases his hitbox size. Slowing down a player's speed is in direct contradiction to "sudden combat". And decreasing the chances of a player getting hit in addition to slowing a players speed encourages very cautious combat strategies, which fit poorly into our aforementioned paradigm as well. Thus, [i]Prone[/i] is not a constructive mechanic in a action game. If you need further convincing let us also consider that [i]Prone[/i] is a redundant mechanic, as it's ruleset is already covered by the [i]Crouch[/i] mechanic. The [i]Crouch[/i] mechanic is less destructive, reducing movement speed [i]and[/i] hitbox by a smaller ratio and fitting more into the action game paradigm.
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Prone not only doesn't fit with a fast paced game, but there are design challenges the developers have to overcome (or deal with the subsequent glitches) that prone comes with. Spaces where your character standing or crouching can fit in, but being prone cannot. Inclines you can walk up but can't crawl up (stairs) without graphical issues or at all. Going prone on a 3 inch wide rail. Now, those are some technical and graphical issues that can arise with prone. Player frustration can arise when a player wants to crouch, but accidentally goes prone, and ends up dying because of it. With crouch being assigned to the same key as prone, one could choose one when they meant to choose the other, and subsequent consequences can come out of that, and the player experience might be bad for the player. Where if ONLY crouch were mapped to the key, the person wouldn't touch the button if they didn't want to crouch. They would only touch the button if they wanted to crouch.
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Bungie wants a fast paced game, prone goes against that, so I believe we won't see prone in the game.
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I would love to go prone. But going prone for the sake of going prone isn't good enough. There should be some kind of bonus for doing that say if you prone you get increased accuracy or damage. Nothing too huge just enough so that it is a better strategy to go prone then try and quick scope or something.
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Yes I would like prone, but it would be different than most games.
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I did not expect such a discussion on this, isn't prone just a click of a button? and therefore, optional?
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I would like to see a perk for going prone with sniper rifles that reduces the hate gained from attacking enemies by a certain percentage.
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I think that Hunter and Warlock should be able to go prone, but not Titan. Titans have a lot of armor on so i don't think they would be able too.
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Edited by iGraviton: 4/5/2013 1:16:51 AMI'm expecting there to be a prone function in Destiny. Considering the Hunter seems to be an entire class based around stealth, I would be surprised if we couldn't prone.
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Borderlands doesnt have prone, so no i wouldnt be mad if we couldnt go prone.
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I will be rather dissapointed if there isnt a prone :(
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you guys are all smoking weed! OFCOURSE we should be able to go prone.. Thatd be dumb as hell if we cant.
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I think prone should be involved. It provides better cover from fire and makes shooting more accurate. However, I think its use would depend on the players style and the character type. For example a titan's combat would be very mobile then prone would be less useful. But for a hunter using a sniper rifle, prone should make a large difference as it would in real life.
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I doubt that they're going to include the abillity to go prone. It looks like Destiny, like Halo, will have Shields, which means longer kill times, which means an emphasis on mobillity rather than moving cautiously and making your profile as small as possible.
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If it's included, I think it should only be available to the Hunter class because of it's basis in stealth. A warlock or titan shouldn't be able to go prone, it just doesn't seem right. The ability to go prone seems to be something that is reserved for very military-themed games, and I think Destiny is trying to avoid that. It seems to keep away from the kind of gritty combat that games like Battlefield and CoD aim for, so I don't see the ability to go prone fitting with the theme that well.
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Yes! This is one thing that has bothered me in several games. Far Cry 3 being the bane here. I'd like to climb up an extensive cliff side and lay prone to give some cover fire for my team. Or just be stealthy and hide while a few enemies slide on by if their numbers are too great and I'm by myself.
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The more combat options the better, plus I bet they could make some sweet assassination animations. Curb stomp anyone?
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Edited by Coup de Grace: 4/4/2013 3:19:37 AMIt's useful in some situations, but doesn't really fit. Destiny's about this larger world, and you lose that feeling when you make yourself flat to the ground and practically immobile. And I don't think the bullets in Destiny will be as detrimentally deadly as projectiles in Modern FPSs. I don't think you'll really come to any situations where going prone and crawling under cover is going to be a real tactical necessity
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I would love to be able to go prone. Hiding in foliage with a sniper rifle would be quite enjoyable, especially on Venus I hope since its supposed to be one giant jungle.