KingArthur wrote:
Now, I love shields in games- the idea of being able to soak up fire for allies is awesome. What direction do you plan on taking the riot shield, if any? At the moment- although COOL in some situations, it does seem lack luster, and some what clunky in the sense you can't move all the time while facing them (If crouched).
I somewhat agree. At the stage it is, it's mostly meant for cooperative gameplay, although AI too tries to get behind the shield guy. The reason the AI can't use it too effectively is that their accuracy is mostly a bit low, so they are worse shooters than players unless you crank up the accuracy which will also affect enemy AI.
My biggest grudge with the shield mechanic is that it's so easy to get the shield guy + everyone behind him killed with single grenade, I'd prefer the grenade to destroy the shield, possibly e.g. stunning or wounding the shield guy, leaving the others unharmed behind him. This would mean that the shield guy wouldn't have to bail out when a grenade is coming, exposing everyone behind him.
Moving while crouched might make the shield OP as, without grenades, the AI wouldn't be able to do one thing against a riot shield guy approaching him, it would make riot shield + stab -mechanic a bit too easy I guess.
All in all, it is a lackluster currently. I personally could live just fine with it removed from the game, as we have the barrier now which is much more useful.
KingArthur wrote:
About RP, seems a bit hard to get and keep. What direction is it going in? Maybe it's just me, but unless I find an item worth 400 or so, I don't feel like I should protect myself overly to stay alive.
I haven't tried RP much in quick matches lately, but in Invasion it seemed fine the much I was trying it. I seem to be obtaining RP about the same rate I'm getting XP, leaving me with 2000-3000 RP when I finally get to make the calls. I haven't played Invasion completely through with the current settings yet, so I might not have the best opinion about this overall.
I seem to collect about 2-3 items until I head back for getting RP, unless I found something big, so usually it's at least 100 RP coming from the gig. The cover resource item as secondary weapon is a huge RP waste if you plan on dying a lot, each of them costing 20 RP, you being able to carry 2 of them, so each respawn 20*2 + less than 20 for weapon and grenades makes single life worth about 60 RP, which is a lot.
In later versions, campaign will need to have a few settings to control the difficulty level, one aspect could certainly be an overall multiplier for how common valuables are or how big RP rewards they have.
KingArthur wrote:
Also, progression: Anyone else feel like if this game had a universal offline/online 'rank' they could use, it would feel a bit better to rank up?
The campaign is the universal offline rank. The campaign is supposed to take closer to 10 hours from a non-rookie player, quite possibly more for a rookie. You could reach the "normal" max rank which is at 10k XP marker during that. I'm not sure if people would like to start another campaign with that same profile after you're done with the first, I know I wouldn't as there would practically be no progression involved anymore (all weapons are unlocked, every call is open, you've got the squad maxed out).. it would be about the same as playing quick matches with maxed out initial settings.
What comes to online rank, I think that could be a problem with balancing PvP. That's why PvP servers are normally expected to set a rank setting everyone starts with and no persistent profiles.