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 Post subject: suggestions for 1.5
PostPosted: Fri Jan 16, 2015 1:36 am 
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Joined: Wed Nov 28, 2012 10:19 pm
Posts: 241
Ok I know that 1.0 has locked any major additions out until it is done, so I am making this topic.

Objective is simple come up with suggestions for 1.5. Also if one of the devs could please post a list of possibles alteady talked about please do.

CURRENT LIST



MY IDEAS (not adding to main ideas as these are mostly minor and one is more of a some one finish this thing)

medical APC (objective vehicle)
info: an APC with no gun and a red cross on it. if a player or NPC calls for a medic while this is in sight, it will stop and let a single medic out to heal the player or NPC. the medics deployed have no primary weapon, and give negative XP if killed. This vehicle is neutral and so are the doctors deployed.
"reward for killing" -50 xp, -10 RP
doctor stat: primary Advanced medkit(multi use medkit), secondary medkit x3, vest type 2.
Note I can make the doctor model for these.


machine pistol secondaries
info: well these can be 1.0 things if some one does the hud images and sounds.
file linking test version: http://www.mediafire.com/download/qxk4i ... t+file.zip
note: Not kidding on the hud and sound part, if some one does that these will be in game, if jackmayol is to be trusted.


weapons stashes
info: a simple idea of a "stash" which is found with a limited number of a rare weapon, for example one stash would have 4 xm8's in it. These stashes would have a model similar to that of the rare loot crates that have the well loot in them, only they have an image of the weapon inside them on top, and blowing them up drops no weapons.
crate suggestion: xm8 crate, m79 crate, mgl crate (2nd boss map only), m107 crate (only contains two), m202 crate (if I ever get the damn weapon extracted from tact ops mod, only contains two)
side suggestion: make supply versions of them that are near armories at bases, these supply versions would be things like ak47 crate, m16 crate, g36 crate, grenade crate. these special versions would act as an armory with only one weapon in it, but if an enemy destroys them said weapon is blocked from teh armory for a time. aka you can disable assualt rifles and grenades forcing the enemy to use shotguns and snipers.

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 Post subject: Re: suggestions for 1.5
PostPosted: Fri Jan 16, 2015 10:57 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
We first need to decide the focus and timeframe of 1.5. We've sort of already concluded we won't just be adding stuff generally here and there which potentially involves rebalancing the things we will have in 1.0, simply because rebalancing is tiresome with the amount of mechanics we've got in play. This likely then means something optional, e.g. (a) new game mode(s) which we can work on without worrying about changing 1.0 gameplay. One could consider 1.5 will be 1.0 + an overhaul mod with some new content and some new functionality.

The vague coop zombie survival has been said as one of the ideas. That could at least touch topics such as
* finite ammo
* finite item supplies aka armories
* better support for melee weapons
to name a few that come to mind.

Having said that, we haven't really started designing that idea at all yet, i.e. what are the objectives, how do you complete maps, will we combine several vanilla maps into one big map and have everything happen there, is it designed for specific amount of coop players or can it work Invasion style.


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 Post subject: Re: suggestions for 1.5
PostPosted: Sat Jan 17, 2015 6:34 pm 
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Joined: Sat Nov 29, 2014 10:52 pm
Posts: 21
1. Quick radio text menu

2. Make every player start with pistols as a secondary which can be swapped out for a secondary primary or a different pistol

3. Binoculars for extra range in spotting

4. When running and pressing crouch, you do a crouch slide

5. Prone rolliing?

6. Spend extra rp at armory for weapon addons:
Red dot for 1 rp for a small increase in range
Scope for 2-3rp for an increase in range
Silencer 1rp for silenced weapons
25rp for m203/flash addon
5rp for bipod
5rp for laser sight to increase accuracy
3rp for grip to reduce recoil/spread

7. Single fire mode?

8. More guns

9. PvP campaign

10. Steam workshop/support


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 Post subject: Re: suggestions for 1.5
PostPosted: Sat Jan 17, 2015 11:56 pm 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
RunningWithOutRifles wrote:

6. Spend extra rp at armory for weapon addons:
Red dot for 1 rp for a small increase in range
Scope for 2-3rp for an increase in range
Silencer 1rp for silenced weapons
25rp for m203/flash addon
5rp for bipod
5rp for laser sight to increase accuracy
3rp for grip to reduce recoil/spread


10. Steam workshop/support


I was trying to add weapon attachments in my mod but don't think I have enough knowledge and or expertise to do so. Other than that I fully support this idea, although I feel there will be some balancing issues.

I don't see to much of a use for steam workshop. Except for maybe sharing maps, which would be very cool :)


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 Post subject: Re: suggestions for 1.5
PostPosted: Sun Jan 18, 2015 12:03 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
RunningWithOutRifles wrote:
9. PvP campaign

Can you elaborate on this idea? How would it work, in general?


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 Post subject: Re: suggestions for 1.5
PostPosted: Sun Jan 18, 2015 11:36 pm 
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Joined: Sat Nov 29, 2014 10:52 pm
Posts: 21
pasik wrote:
RunningWithOutRifles wrote:
9. PvP campaign

Can you elaborate on this idea? How would it work, in general?



The current campaign is optimized for PvEnvironment. When implemented in PvP, there tends to be dragged out stalemates or one side with a huge tactical advantage.. A remedy would to make maps that work best for PvP that would be in the PvP campaign map rotation with certain invasion maps removed.


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