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RUNNING WITH RIFLES Multiplayer

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PostPosted: Tue May 06, 2014 6:10 pm 
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JackMayol wrote:
About the RP gain, I earn way enough RP by spotting, collecting valuables, etc.
I don't die very often, which is an advantage in terms of RP consumption though.
For the valuables, you can just run over them and quickly press the F-key when you are on top of them and they will directly go into your backpack. No need to stop, calling the inventory, drag and drop, etc as the game has is a pick-up priority system. For example, if you are over a lot of stuff, including valuables, throwables, weapons, etc., the quickly pressed F-key will make you pick up those items in this order:

First the rare weapons > valuables > throwables > secondaries > stock weapons.

About the commander AI of your faction changing the attack target, it could be added at some point as a (very) high rank ability. The base targeted would have to be connected to a base you already own to make it possible.


yes thank you, I'm aware of all of this 'picking items up' business and the whole 'storing things in the stash and/or selling them to the armory' is not a new concept to me either. although I don't use the f key, I have this bad ass little mouse that I use to shoot, knife, throw grenades, pick things up, and command my squad. left ctrl for crouch and E key for prone, F is switch weapons for me. and like I said earlier about RP, my issue is not how much I have respectively but it's finite nature, (like how when you cap rank you can no longer gain RP in that way, and so on.) which is why I suggested a few ideas for widening the range of situations a player can be rewarded for (all be it in proportion with the action achieved)

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PostPosted: Tue May 06, 2014 6:39 pm 
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JackMayol wrote:
About the commander AI of your faction changing the attack target, it could be added at some point as a (very) high rank ability. The base targeted would have to be connected to a base you already own to make it possible.


Yes that's exactly what I was thinking also, In the same way that when you hit your map you see the direction of attack for your forces, I can Imagine Clicking on the base you control, and then on a base they control (adjacent, I would imagine) and it would initiate an attack originating from that base, so when the AI is spawning, they start using the prescribed path.

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PostPosted: Tue May 06, 2014 6:47 pm 
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kadari wrote:
My personal issues do not stem from not having enough rp, They come from my personal Rp spending habits - I usually find myself with an absurd amount of rp, but no desire to spend it all, because of the finite nature of RP in the first place, it makes me feel like a miser, and although I buy a vest every time, stock up on support items, I find myself getting irritated when I see -x rp every time I die - don't get me wrong, I like being punished S&M style for my dying in games, but If I had a way to lets say - bank my rp, so that i would have the choice to restock my previous gear or not, because I know the pain (when i'm Rp broke) of being 1 or 2 rp short of a vital support piece like a tank or something.

Well, this is certainly an interesting aspect. I personally don't find myself saving RP for a specific call generally, I just use it recklessly to strikes and paratroopers when I every once in a while realize I've got all these calls available, then I'm again down to 100 RP and I continue "playing the usual way" until I again realize after 10-20 minutes I've garnered plenty of RP to start the mayhem round. Ok, I do pick my spots when to go for calls and when not, but generally I never felt I'd be saving it for a specific call, maybe it's because you tend to get the RP up so fast with just regular gameplay playing with the preset settings.

I also don't see the RP loss on spawn that much of a punishment myself, as what actually happens there is that your dying soldier drops the stuff he had, they are there up for grabs after that, and your new soldier purchases new items that are same as what were dropped, apart from the specialty items. So if you really cared about the 10 RP loss you just had, you could go and pick up your old stuff and sell them.. but then again, you'd probably get 10 RP back faster by spawning near an armory, smashing a crate close by, picking up everything that popped out, and go drop them at the armory.

kadari wrote:
the maximum amount of soldiers on the field, so as you can imagine, things can become hilariously stalemated for ages

All right, this could explain the increased need for RP in your case or issues of getting to the loot. The ranges for the custom settings in campaign / quick match are not tested or promised to be such that they'd make the slightest sense for a good game flow, they are there mostly for curiosity. If custom settings are your thing, then using mods to change the balance in your case might be too.

It's fairly easy to tweak the basic rewards. Also there's the once used reward mechanism still in place that was based on RP being given to you by simply staying alive, so RP worked more like a meter that kept accumulating even if you did nothing.. like mana? :)

Also AI can be made to use more calls by giving them more spawning RP.


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PostPosted: Tue May 06, 2014 7:36 pm 
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pasik wrote:
Also there's the once used reward mechanism still in place that was based on RP being given to you by simply staying alive, so RP worked more like a meter that kept accumulating even if you did nothing.. like mana? :)


I really Like this Idea, Because as I said, my own issues don't come from having too little rp, it comes from the finite nature of RP (I know I've referenced 'finite nature of RP' a bunch so let me clarify) In that I feel as if everything about RP as it works right now is correct, and I would not change the system, other than to add (and/or re implement the reward mechanism you mentioned) so that players, when maxed out in rank, or in a lull of action and objectives that reward rp, they could find some solace in a few pieces of extra gear - as you well know, a vest when you have nothing can go a long way. The Idea, now that I think about it with your input, if you could reward 1RP per lets say, 5-10 seconds of life, the average life of a player (If they play like a lil commando) I'd estimate averages about 3 or 4 minutes, which would in turn be anywhere from 24-48 RP, which is the perfect amount to restock an average players arsenal, so that they run right into battle again, without the backtracking to stashes to get items

Simply put, I guess If you gave enough rp, for the average player to break even and offset the cost of their gear should they survive for an extended period of time, So for example, if you leave a friendly base, kitted out, and get blown up instantly by a tank after ten seconds, you still feel the cold harsh sting of RWR, as intended, but if the same thing happens after a 7 minute straight 'saving private ryan' style last stand like barry pepper, you can come away saying 'well at least I did enough for my gear to be there when I respawn'

due to the slightly ridiculous nature of my single player campaigns, I've gotten used to going extremely long times without dying, carrying extra vests, and all the little gizmoz that make it even remotely possible to achieve victory against such overwhelming amounts of enemies. so, if I could forego the backpack full of gear I know I need to stay alive for an ungodly amount of time in a hell hole, I'd be able to throw myself at the enemy with a more enthusiastic vigor, in that I know that If the longer I survived, the better my chances are going to be when I eventually and inevitably die. (but that's just me)

P.S. when I saw the first 'hero' NPC I almost had an aneurysm. I wanted soooo badly to be that little character model..... so bad..

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PostPosted: Tue May 06, 2014 7:39 pm 
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pasik wrote:
Also AI can be made to use more calls by giving them more spawning RP.


I never realized that that starting slider was for the NPCs also, I always felt like I was cheating If I put them up, I like to start from 0 xp and 0 RP and work my way up. But I'll consider this next time I play, its gonna be crazy.

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PostPosted: Tue May 06, 2014 8:56 pm 
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kadari wrote:
pasik wrote:
Also AI can be made to use more calls by giving them more spawning RP.


I never realized that that starting slider was for the NPCs also, I always felt like I was cheating If I put them up, I like to start from 0 xp and 0 RP and work my way up. But I'll consider this next time I play, its gonna be crazy.


I might've been a bit misleading on that one. What I meant was that the AI can be modded in the configuration files to have more spawning RP. Your assumption about initial RP only affecting the player is correct.

And now that I realize you're playing quick matches, you indeed don't have the RP multiplier setting available there, the one that's in the campaign start menu. The available sliders for both campaign and quick matches are still work in progress while we are figuring out what it is most people will want to tweak around with, without making it a horrible 10 page setup with every conceivable parameter out there.


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PostPosted: Wed May 07, 2014 4:18 am 
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Oh, I see what you're saying. I'm not much of a modder, so that's beyond me at this point. But I'm looking forward to everything RWR has to offer in the future, I can't wait until you can decide which faction to play as in campaign.

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PostPosted: Wed May 07, 2014 6:07 am 
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On the subject of the sliders might be a good idea to split it into standard options and an advanced options tab.

standard would be

SLIDERS

AI soldier amount
RP start
EXP start
AI accuracy

ON OFFS

green on/off
grey on/off
brown on/off
vehicles on/off

advanced would be

SLIDERS

AI rp multiplier (AI makes more or less calls)
player rp multiplier (more RP or less rp for valuables)
GREEN AI amount
GREY AI amount
BROWN AI amount (will "even" out based on soldier amount, aka 100 soldiers settign green to 50 with both brey and brown active will set them 2 25 each will try its best to keep them even)
SUB FACTION rarity (makes minibosses and other sub types rarer or more common, set at low they do not spawn)
rare weapon drops (higher the bar the more often rare weapons drop from crates (soldiers are unaffected))
vehicle respawn times (make respawn times on vehicles more or less frequent at lowest disables respawn)


ON OFF

AI call in vehicles (off be default, allows AI's to call in tanks and humvees)
AI use cover deploys (on by defualt)
AI out rank (on be default, if set to off, the player will always out rank an AI even if the AI is higher rank aka you can take a vehicle from a higher ranked AI)
grenades ON/OFF
unlock mode ON/OFF (off default if on, player can use briefcases to unlock weapons in the armory)
crates ON/ OFF (if off disables crates)

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PostPosted: Wed May 07, 2014 4:10 pm 
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warbrand2 wrote:
AI out rank (on be default, if set to off, the player will always out rank an AI even if the AI is higher rank aka you can take a vehicle from a higher ranked AI)


More options is always good. I especially like this one. Players are much better in driving vehicles.
It's so frustrating to see AI snatching a tank or apc right from under my nose and telling me to buzz off, only to see them driving that thing straight into an army of rocket launchers, or worse, they avoid going to the place where they're needed.


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PostPosted: Wed May 07, 2014 11:57 pm 
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warbrand2 wrote:
(A bunch of good ideas)


I love the Idea of being able to set the frequency of weapon drops, that could even be an alternative way of storing and gaining excess RP, selling them back to the armory, or storing them. I'd also like to see the ability to turn the elite characters on and off, not because I don't like them, but because I'm jelly I can't BE them. I'd love it if the player model could be those mini bosses (seeing as how the average player, when compared to a melt brained AI soldier is elite) - the way the game is now, the frequency of players to average AI soldiers would make their appearance in the game almost as rare as the actual AI bosses - the only downside I can see in multiplayer it would be very easy for player to determine enemy players among large groups of soldiers. but to tell you the truth, I'd happily let the enemy know where I was if I could see the Green commandos, and the Grey stoormtroopers as player models. I've yet to go looking for the brown elite, but I can guess what it looks like.

Also the ability to oust AI superior officers is very appealing, especially when you see them in an APC or tank, driving into a wall for ages because it can't negotiate a three point turn, because it can't make that judgement call, and a concentric circle is all it can do.

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