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PostPosted: Mon Apr 14, 2014 12:45 pm 
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Joined: Wed Nov 28, 2012 10:19 pm
Posts: 241
bwc153 wrote:
I hadn't really weighed in on the ideas yet:

Right now there's a couple things I think you should know about vests. Any explosive (IE: grenades, arty, etc.) will only count as one kill hit. As far as I know it is not possible, currently, to make explosives go around that. Also, a knife stab is an insta-kill on a vest wearer always, no matter what.

got it will remove the grenade protection from the ideas


Exo-skeletons right now are incredibly bulky, and would in actuality probably slow the user down. What they are used for is allowing soldiers to lift extremely heavy loads. Perhaps they could be used to increase the carrying capacity?

that was my original idea, but I thought that wasn't enough, was going more on the lines of this being a refined improved prototype,though that doesn't make much sense

Drones, as mentioned, are a bit beyond the engine capabilities of the game right now due to what other people have mentioned.
Mines (both AT and AP) right now are possible, and in fact are ingame but disabled, but there is no IFF functionality right now.

An automated turret definitely is possible, all it would require is an AI that goes inside it (like the comms truck) and is high enough rank that no one can "step out, kid" it.

cool

M202 Flash: I haven't tinkered TOO much with explosives, but as far as I know the kill chance is 1.0, and any means to increase killchance for a period of time is not possible as far as I know. Besides that, everything else with it is possible to do ingame.

yeah, wish there was a way to have a reduced kill chance

Refugee Gamemode could be interesting, but right now it seems rather odd: Why would all 3 factions be competing with one another to gather refugees? It could perhaps be done in the PvP gamemode that's being worked on where one team has to take hostages and the other has to extract the civillians (and also try to free the other team's hostages), dunno.

I could mess around it it, so that each side is to extract citizens of there "nationality" and capture citizens of others. though that might be over complicating it

The one problem with the self-propelled artillery gun is that the game has a limited draw distance and any soldiers outside of that range are simulated. It definitely *COULD* work, but it's range would have to be significantly reduced. Maybe a mortar truck or something instead? As this would seem more practical range-wise within the limitations of the game.

I had an idea for long range but scrapped it, as this doesn't have a person spotting for it like the artillery call, it more then likely would have the same range as a mortar.

Strykers: How would the strykers really be different than existing vehicles in the game? The first one seems like an armored truck, the second just a variant of the APC, and the third just a variant of the tank.

they aren't really that different, as the stryker is just a APC with a large amount of loadouts, yeah this idea is scrap.

Assault Buggy: Right now a vehicle weapon can not have a secondary function or reload, so G to launch rockets isn't possible. I do actually feel there is an empty spot in the terms of a light attack/recon vehicle. I've tinkered with adding an MG to the Jeep for that function but haven't really gotten too far on that.

ok, will remove the rockets part of the idea

Combat Bulldozer: While it is an interesting concept, and I feel it could be very useful in the right circumstance, in vanilla there simply are too few situations where this would be necessary. Vehicle wrecks only last for 1-2 minutes. Definitely could be useful in a mod, though.

this idea will become more necessary when the AI learns to use deployible cover and other items, and if mines are ever enabled

The flare idea is neat, but I feel it should be something that isn't "found" but given as a reward for completing special mission objectives. IE: Command giving you extra resources.

agree with the it should be given by command

The call-ins themselves though. Right now Helicopters are a no-go due to limitations, but the devs are trying to add in helicopters to add in something like this. I've actually been discussing with a couple people about helicopter insertion of troops or helicopter air support.
The RP one doesn't really make sense, why would someone drop crates of resource points from a plane?
Hand-held minigun definitely wouldn't go in, I've talked to the devs about that. I actually made a minigun mod, but it's a stationary weapon like the mounted MG.

Also the last flare is more of a lighting flare used to light up an area so the AI can see better? (Just trying to clarify?) That actually is a pretty neat idea, and I'm surprised no one has really thought of that.

most teh call ins where quick think ups for examples, the only ones that where not where the 3rd armor, osprey, and Apache. as you mentioned teh technical limitations of air vehicles is a bit of a pain.

Grenades:

Molotov would require a lot of effort to make the fire effects. Right now vehicles are relatively easy to take down and having a method to (possibly) instnatly remove a crew from a vehicle seems rather OP, especially considering the cost of said vehicle if it was called in.

will remove the clears vehicles part from the idea.

Dummy Grenade: Definitely could be used to troll in PvP. IIRC there is actually a rock (disabled) in the explosives list.

As mentioned about the mines earlier, there is no IFF.

As for the claymore, that's something some people are interested in. Not sure if truly possible yet. Personally, if it were possible I'd definitely make an actual frag grenade in a mod.

could try modifying c4 to see though doubt it would work.


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PostPosted: Mon Apr 14, 2014 1:59 pm 
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some more vehicle ideas (adding to main post aswell)


combat truck
image: http://image.4wheeloffroad.com/f/273904 ... cougar.jpg

info: the combat truck is a mobile stash for weapons and armor (aka a mobile stash), like other vehicles the AI can control and use it, for example this truck might be brought to the front line, at which point the team with it will start using it to resupply grenades and explosives, meaning they will have more explosive fire power.
note: do to its design the combat truck can take a few hits from explosives, and in fact takes reduced damage from grenades.

health: 2.75
max speed: 17.5
seats: 1 driver, one gunner, and 1 passenger


----------------
faction specific vehicles ideas

TANK

wheeled tank (forgot the actual name, and can't find it)
image: http://i90.photobucket.com/albums/k259/ ... framed.jpg

info: this is basicly a faction specific version of the tank (grey), it is armed the same as the normal tank but with some minor differences.

health: 2.75
seats: 1 driver 2 gunners
speed: 15


t-90
image: https://wiki.colby.edu/download/attachm ... Mbangi.jpg

info: like the tank above this is a faction specific version of the tank (brown), it is armed the same as a normal tank but with some minor differences

health: 3.5
seats: 1 driver, 2 gunners
speed: 8


troop transport
note: current one is swapped to brown by default

half track
image: http://www.vectis.co.uk/AuctionImages/106/2301_l.jpg (sorry for using a toy as image)

info: is a faction specific version of the troop transport (grey) unlike other transports the units in this one can fire out of it, though at the cost of being protected from small arms fire.

health: 1.6
speed: 17.5
seats: 1 driver 7 passengers (2 less then normal)


stryker
image: see slat striker image

info: this is a faction specific version of the troop transport (green), unlike other transports it has a lower carry capacity but has higher armor then any of them

health: 2
speed: 17.5
seats: 1 driver, 5 passengers, 1 "gunner" (uses their main weapon from a fire port on the top)

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Last edited by warbrand2 on Mon Apr 14, 2014 4:17 pm, edited 1 time in total.

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PostPosted: Mon Apr 14, 2014 4:14 pm 
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Joined: Wed Nov 28, 2012 10:19 pm
Posts: 241
sorry for the spam, I think at 1,000 miles a minute some times.

working on the flare fire calls ideas and flare gun ideas, going to swap the flare gun into 2 versions, also changed ideas for flare drops. Will not be putting this in the main post unless it is seen as better.

FLARE GUNS

RED flare gun
cost: 2 rp
xp requirement: 1,000
info: a one use flare gun that can be used to request help at a location.

use: if used by a palyer or AI will divert a squad or 2 to the location, unlike air calls this takes units already in the map to the location, instead of dropping in new units.

side use: this would be highly valuable in PvP games as it will allow players to more easily signal locations for pushes.


green flare gun
cost: 4 rp
XP requirement: NA
info: fired by some high ranking NPC's (4,000 xp+) at night, units in a rang of the green flares have better detection and aim. (both hostile and of the team that fired it)


flare calls
info: upon completing some objectives, or doing some special events like taking a brief case back to an armory the player may be given a signal flare wich a special call, these flares take 2 seconds to deploy and the call arrives 5 seconds after words. bellow are some basic calls for this.


3rd armored
flare color: green
info: paradrops in 2 fully crewed tanks.
xp requirement: 7,000


spec ops
flare color: blue
info: a group of 4 soldiers armed with vests and a suppressed weapon are dropped in at location. Good for stealth runs. (group uses wing suits and low altitude parachutes to keep detection at a minimum)
xp requirement: 4,000


black jack
flare color: orange
info: paradrops in 3 humvee's all fully crewed.
xp requirement: 6,000

supply drop
flare color: white
info: drops in a supply box. said supply box acts as a limited armory allowing for 100 rp worth of items to be gained from it before it is destroyed. the supply box has 1 hit point and is explosive.
xp requirement: NA

--------------------------------
EDIT

I think I know a way to make refugee work, the 3 sides are competing to evac as to gain public support of their campaigns in the area, nothing says we are the good guys like pulling abunch of citizens out of the fire... though I think I should make the evac the civilians to a side objective, with the main objective being to controll the town they are in... here is the changed idea.



REFUGEE
game type: CAP the flag/ king of hill hybrid

info: the main objective of refugee is to take control of a town at the center of the map, said town has strategic value do to a large air port on it's left side, so holding the town is priority. the town its self is split into 3 parts, town east, town west, and the air field. the objective is to hold the majority of the town for a set time, but here is the twist the town is still populated with refugees who are now in the middle of a war zone, evacing them will give RP while killing them will remove RP and XP, the citizens will also "support" who ever is in control of the town, this means that armed ones will attack the other teams.

the citizens

refugee
info: an unarmed citizen can be evacuated by any team at any time. will give 10 rp per refugee evaced.
kill loss: -2 xp, -5 rp

cop
info: a citizen armed with a spas12, riot shield, stun grenades, and a vest. will defend other refugees against the hostile teams. will give 50 rp per cop evaced.
kill loss(if control point): -5 xp, -10 rp
kill gain(if fighting point): +1 xp

Anarchist
info: a citizen armed with a random weapon (anything from a shotgun to a rpg), is hostile to all and will use refugees as cover.
kill gain: +2 xp

looter
info: a citizen, who has taken to grabbing valuables off the ground in combat, can be evaced by any team when evaced will give anywhere from 10 to 200 rp based on what they have on them.
kill loss: -2 xp, -5 rp



EDIT2:
to the admins feel free to edit and mess with the origin post, I sort of suck at spelling and grammar, and getting my point across.

to other people viewing this, feel free to give feedback negative or positive, these are just ideas and I can edit them to fit better, or remove the bad ones completely.

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PostPosted: Tue Apr 15, 2014 4:45 am 
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Joined: Wed Nov 28, 2012 10:19 pm
Posts: 241
actual misc suggestions.


paradrop tanks and humvees
normally when a tank or Humvee is air dropped in RL they do so with well 3 parachutes connected to the turret like so http://i1.ytimg.com/vi/50cpPAVoxJQ/hqdefault.jpg they do this for 2 reasons, one so it doesn't pancake the ground creating a crater, and two so it can be safely driven away after words. That and after the 3rd time I called in a Humvee and it did a back flip of a rock I really want something like this.


desiganate drop locations
ok it is really annoying that when you call in a tank, Humvee or raft the stupid thing are dropped right on your head. So I am suggesting that instead of just dropping where you are or at a random near by area call in should give you a aim point with the symbol for the drop so that do do not just drop it on your head.


EDIT

misc slightly off topic post, a minor list of stryker types (the thing as a version for anything). this is here cause I tend to default to the stryker when I want to post a vehicle idea but can't find a good one for the role I have in mind, cause if it exists there is a stryker for it.
http://hardstrike.net/wp-content/uploads/2010/02/variants.jpg


EDIT 2: changed image to url as it took up the hole page.

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PostPosted: Tue Apr 15, 2014 7:20 am 
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Joined: Mon Apr 30, 2012 7:07 am
Posts: 77
I'm really digging your models but they might have too many polys for rwr, just saying.

Stop by on irc and maybe we can help you clean them up.

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PostPosted: Tue Apr 15, 2014 2:13 pm 
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Joined: Fri Jun 14, 2013 6:38 pm
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Quote:
desiganate drop locations
ok it is really annoying that when you call in a tank, Humvee or raft the stupid thing are dropped right on your head. So I am suggesting that instead of just dropping where you are or at a random near by area call in should give you a aim point with the symbol for the drop so that do do not just drop it on your head.

Already exists. (Red circle while the call menu is opened indicates the drop area.)

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PostPosted: Tue Apr 15, 2014 4:44 pm 
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Joined: Wed Nov 28, 2012 10:19 pm
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@tummer, thanks for the info... that really should have been better noted, and would explain why I kept hitting my self with the tanks (when calling them in am behind lines and not aiming


@harrifield: ???? what?, there is only one model in this and that is a mock up of an m202 flash made in the voxel program linked somewhere on this forum.

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PostPosted: Tue Apr 15, 2014 4:57 pm 
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Posts: 635
harrified is rather infamous for trolling anyone and everyone, including the devs. ;) It's all light-hearted, don't take any offense. Just enjoy it! :D


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PostPosted: Tue Apr 15, 2014 7:07 pm 
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Joined: Wed Nov 28, 2012 10:19 pm
Posts: 241
ah, ok.


more ideas.. this time weapon ones (I think way to much.. wonder how much of this is just crap)


tactical pistol
looks: it is a desert eagle, with a suppressor and a red dot sight.
info: the stealth players dream this medium ranged suppressed weapon is made for quick and silent kills, allowing its user to quickly take out and cause chaos in a base

stats
ammo: 7
kill chance: 0.85



m417
looks: google m417, just that with a scope
info: a hybrid of a snipr and a AR, the m417 is a long range high accuracy AR.

stats
ammo: 25
kill chance: 0.72
burst fire: 2 round bursts
gained: rare item/ briefcase supply


mp7l
looks: a mp7 nothing more nothing less
info: a standard smg, nothing more nothing less.

stats
ammo: 45
kill chance: 0.4
gained: found in green armory
exp cost: 100 (aka a cheap low end smg)


skorpion
looks: a skorpion smg, nothing more nothing less
info: a standard smg, nothing more nothing less

stats
ammo: 28
kill chance: 0.6
gained: found in brown armory
exp csot: 100


UMP
looks: is a UMP google it

stats
ammo: 35
kill cnace: 0.5
gained: found in grey armory
exp cost: 100



OICW
looks: http://upload.wikimedia.org/wikipedia/c ... ed_arm.jpg
info: a high tech smg, equiped with a scope and a launcher, the launcher will fire 1 round ever 6 rounds fire from the main gun and will act as a lower grade APC cannon. do to having 2 weapons has a slow reload.

stats
ammo: 30
sub ammo: 5
fire type: automatic
main kill chance: 0.45
sub kill chance: 0.9
sub blast range: 1
gained: boss equipment/rare weapon.

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PostPosted: Wed Apr 16, 2014 12:25 am 
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Joined: Wed Nov 28, 2012 10:19 pm
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more random ideas


m203
info: the m203 grenade launcher is a rare grenade type with a weapon limit (aka can only be used when you have an AR). it is basicly the grenade launcher in a grenade form.


stats
weapon limit: m16, ak-a47, g36, and f2000
max carry: 4
exp requirement: 1,000
damage: 1.2
range: 3
fire range: same as the normal grenade launcher.



MGL
info: the multi grenade launcher is a rare 6 shot grenade launcher gained via a rare event, it is slow to reload but excellent for taking on vehicles. I would say this is a boss weapon but there is no boss side.

stats
kill chance: 1
blast range: 2.5
damage: 1
ammo: 6


XM8
info: an xm8 assualt rifle nothing more nothing less, this is the highest capacity ar in the game with 90 rounds making it almost a LMG. this is a boss weapon

stats
kill chance: 0.45
ammo: 90
exp requirment: NA boss faction standard... if there ever is a boss faction.

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