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PostPosted: Wed Feb 05, 2014 2:54 pm 
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Joined: Fri Feb 15, 2013 7:56 pm
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Location: European Union, Warsaw
Currently there are three targets of opportunity in game, nad those are Comm Trucks (by the way, why there are none of those in Aurelonian Coas any more?), Communications Towers and Cargo Trucks. Moreover there are planned high ranking elite soldiers anc officers.

Here are some of mine ideas for other destroyable targets of opportunity, and how their succesfull destruction could impact game (apart from rewarding with RP and XP):

- Water/Food Supply - destroying those would lower for some time enemies bot max number, or time of bots (and players?) respawning time. Stacking effect.
- Fuel Supply - destroying those would for some time stop vehicle respawning on regions owned by that side which lost it's fues supply.
- Weapon Arsenal - destroying those would cause for some time all enemy respawning soldiers limited to only one kind of main weapon, depending on faction - AK, G36 or M16. Including players.
- Ammo Supply - destroying those would caus for some time all enemy soldiers to respawn without any kind of additional gear - only main weapon.
- HQ quaters/Mobile HQ truck - for PVP maps only (I think...), destroing those elliminate said faction. Currently Comm Truck is used for that purpose, so it is only visual stuff - extremly unimportant one, but still...
- Mercenaries Camp - those would be spawned in "empty ground". Would have few guards armed each with unique weapons. Killing them and grabing their weapons would be Your reward. Story wise, those mercenaries could be hired by some individuals which are trying use ongoing war to their advantage.

That is all I can think of, but maybe others will want to add something to my list? :)


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PostPosted: Wed Feb 05, 2014 7:07 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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Modest wrote:
Comm Trucks (by the way, why there are none of those in Aurelonian Coas any more?)

Map2 is the starting map; it's deliberately kept simpler than the rest so that newcomers can focus on getting used to the fighting mechanics first.

In a later version the campaign can begin in a few different edge maps, then the same simplification falls on those maps, and those times map2 may have comms truck and tank available.


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PostPosted: Thu Feb 06, 2014 10:38 am 
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Joined: Fri Feb 15, 2013 7:56 pm
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Location: European Union, Warsaw
pasik wrote:
Modest wrote:
Comm Trucks (by the way, why there are none of those in Aurelonian Coas any more?)

Map2 is the starting map; it's deliberately kept simpler than the rest so that newcomers can focus on getting used to the fighting mechanics first.

In a later version the campaign can begin in a few different edge maps, then the same simplification falls on those maps, and those times map2 may have comms truck and tank available.


Ahh... So it is why :) Ok :) Now I know :) Thanks :)


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PostPosted: Sat Feb 08, 2014 1:22 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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Modest wrote:
- Water/Food Supply - destroying those would lower for some time enemies bot max number, or time of bots (and players?) respawning time. Stacking effect.
- Fuel Supply - destroying those would for some time stop vehicle respawning on regions owned by that side which lost it's fues supply.
- Weapon Arsenal - destroying those would cause for some time all enemy respawning soldiers limited to only one kind of main weapon, depending on faction - AK, G36 or M16. Including players.
- Ammo Supply - destroying those would caus for some time all enemy soldiers to respawn without any kind of additional gear - only main weapon.
- HQ quaters/Mobile HQ truck - for PVP maps only (I think...), destroing those elliminate said faction. Currently Comm Truck is used for that purpose, so it is only visual stuff - extremly unimportant one, but still...
- Mercenaries Camp - those would be spawned in "empty ground". Would have few guards armed each with unique weapons. Killing them and grabing their weapons would be Your reward. Story wise, those mercenaries could be hired by some individuals which are trying use ongoing war to their advantage.

I generally like all of these, and I think all of them are doable too, so, unless we'll see them all in vanilla it's possible to mod it in.

Destroying water supply would change the soldier capacity multiplier or offset temporarily.

Destroying fuel supply would remove all/certain vehicles from faction resources temporarily, and potentially set timers to forcibly destroy any healthy vehicle out there for the faction for faster impact.

Weapon arsenal / ammo supply destruction would similarly change faction resources temporarily. You'd only see the effects of it once the soldiers would have "rotated", as in there would've been enough spawning taking place. This probably would only have marginal effect unless the weapons would be limited to the weakest types in each faction, as ARs in general are allrounders, unless this affects secondaries and throwables too; now that would be an interesting advantage, especially if your faction possesses powerful vehicles.

In addition to something akin your suggestions, we'll at least have a prison break style objective using a lightly guarded building which when destroyed will spawn friendlies on spot (plenty, probably), potentially with some weaker weapons. For the most parts, this would be merely another way to ignite a backdoor base takeover by going in stealth and invading from the inside.

In general I'd want target destruction objectives to be of varying degree of difficulty. Radio tower objective is very difficult thanks to the 10 defenders sometimes and the fact that it is usually at the center area of a base, so at times I wouldn't mind if I could just stumble on some lightly guarded / about abandoned "thing" at the outskirts of an enemy base, which when destroyed would give me some RP. I'd destroy that, thank for the reward, and flee.


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