04-12-2014, 07:03 PM
Rainbow 6: Siege Cover and Lean Mechanics
![[Imagem: goldenrules.jpg]](http://static2.cdn.ubi.com/ncsa/rainbow6/blog/goldenrules.jpg)
[img]Enforcing these rules results in something that is fully input driven, meaning you have total control of what is happening on the screen at all times. You’ll never be stuck in a contextual cinematic animation where you’re at the mercy of whatever the game is making you do. For example, finding yourself locked at an awkward angle while taking cover, or loss of reactivity while performing an extended melee action. Always being able to aim and shoot is a design priority, and every action you might do which would need both of your hands to be accomplished (like putting a breach charge on a floor), can be cancelled in a blink of an eye, giving you back your ability to shoot instantly.
“Because lethality is so high in Siege, every little thing counts and we never wanted the player to die because of something the game did.” explains Gunther Galipot, user experience director and author of the Golden Rules.[/img]
![[Imagem: camera.jpg]](http://static2.cdn.ubi.com/ncsa/rainbow6/blog/camera.jpg)
Gifs
![[Imagem: threestooges.gif]](http://static2.cdn.ubi.com/ncsa/rainbow6/blog/threestooges.gif)
![[Imagem: pointmanlean.gif]](http://static2.cdn.ubi.com/ncsa/rainbow6/blog/pointmanlean.gif)
Mais info: http://rainbow6.ubi.com/siege/en-CA/news/d...cm:148-76770-32
Citação:A split second is all that it takes for everything to go completely haywire and find yourself on the losing end of a bullet. Rainbow Six Siege is highly lethal, and whether you’re on attack or defense, positioning yourself in effective cover is paramount to success. Counter-terrorist units act precisely with total control of their movements, and we’ve established some design principles to capture that feeling, give you freedom of movement and room for experimentation, plus expand your tactical options while utilizing cover.
This “always in control” philosophy led us to establish “Golden Rules”, that we applied to the 3Cs, which refer to Character, Control and Camera. More specifically they define the capabilities of your character, how you control those capabilities, and the camera for how to visualize them. They’re the backbone of player interaction because pretty much everything you do with your avatar is defined by them.
![[Imagem: goldenrules.jpg]](http://static2.cdn.ubi.com/ncsa/rainbow6/blog/goldenrules.jpg)
[img]Enforcing these rules results in something that is fully input driven, meaning you have total control of what is happening on the screen at all times. You’ll never be stuck in a contextual cinematic animation where you’re at the mercy of whatever the game is making you do. For example, finding yourself locked at an awkward angle while taking cover, or loss of reactivity while performing an extended melee action. Always being able to aim and shoot is a design priority, and every action you might do which would need both of your hands to be accomplished (like putting a breach charge on a floor), can be cancelled in a blink of an eye, giving you back your ability to shoot instantly.
“Because lethality is so high in Siege, every little thing counts and we never wanted the player to die because of something the game did.” explains Gunther Galipot, user experience director and author of the Golden Rules.[/img]
![[Imagem: camera.jpg]](http://static2.cdn.ubi.com/ncsa/rainbow6/blog/camera.jpg)
Citação:Input Driven / Reactivity first
This input driven philosophy pushed our 3C department to design a new dynamic covering system, something smooth tailored to adapt with the dynamic environment of Siege. To create it, we implemented a free lean system where you’re able to lean left or right, in any stance at any moment while in ADS (Aim Down Sight) or holding a grenade. This freedom also applies to movement, giving you the capability to do things like lean into a strafe, pivoting around a corner. In doing so, cover becomes more than just a feature, it becomes a core part of the entire experience.
You‘re able to cover based on line of sight from any distance, not just when you’re close to a wall. We’ve designed the controls so that it should become second nature (and your first point of action) when making your move to attack from angles, peeking around corners and popping off shots.
Gifs
![[Imagem: threestooges.gif]](http://static2.cdn.ubi.com/ncsa/rainbow6/blog/threestooges.gif)
![[Imagem: pointmanlean.gif]](http://static2.cdn.ubi.com/ncsa/rainbow6/blog/pointmanlean.gif)
Mais info: http://rainbow6.ubi.com/siege/en-CA/news/d...cm:148-76770-32