
By holding a button, you will hold your breath for a specific amount of time before your character releases the breath for you. Holding your breath is the active part of the breath system.
Up, down, left and right values should be determined by modifiers on the weapon’s sway. Left and right sway and up and down limits can have a modifier on top of the base weapon and attachments’ values. Very rapid up and down travel time of about 1 second. Very short pauses at the top and bottom of each breath, about. After the sway, breathing returns to normal. The release will create sway for 3 seconds, with a modifier making it a bit more extreme.
You can hold your breath for 10 seconds before needing to release (this action will be involuntary). Holding will begin the “hold breath” state. Up, down, left and right sway values should be determined by modifiers on the weapon’s sway. Left and right sway and up and down limits are dictated by the weapon and attachments’ values. 2 Seconds to move from the top to the bottom of the breath. 1 Second pauses at the top and bottom of the each breath. Ready - Your gun is pointing forward, basically the hipfire stance in most games.īreathing is tied to stamina, which will be represented by something non-immersion breaking like a heart-rate monitor and fog on your helmet (possibly, and if you're wearing one). This is what you get when you sprint in most FPS games. Lowered - your gun is pointing at the floor, maximum mobility. There's been a design brief on FPS stances and breathing.
This is the first step to multi-crew ships. Still no Star Marine but turrets now work on ships, though there's no UI implemented yet.