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PostPosted: Wed Jul 03, 2013 4:46 pm 
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Joined: Tue May 08, 2012 9:57 pm
Posts: 159
Trucks' spawn distance
I like the idea of the trucks acting as spawn points, as they do now. However, the distance to the enemy required for spawning to take place is hardly an improvement over most regular spawn distances.
I'd like to suggest the following improvement: Greatly reduce the required distance to enemy presence for spawning from a truck to take place. This would allow the truck to be used more aggressively in an offensive (as a forward spawn point). This also makes it a more interesting target for the defending force to take out.

Paratroopers spawning on rooftops bug
When calling for paratroopers near rooftops, any soldiers that should have parachuted onto a roof instantly spawn on that roof instead.

Ambulance?
I proposed some changes to how vests work in a previous thread. If this were to be implemented in some way, medics would have a more important role. To aid in this role, I suggest adding an ambulance of some sort. Not sure yet how it would work, but maybe it instantly spawns an unarmed medic if a nearby soldier gets hurt, patches him up and afterwards runs back to his ambulance? Up to 2 medics per ambulance?

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Last edited by Visionhunter on Thu Jul 04, 2013 12:46 pm, edited 1 time in total.

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PostPosted: Wed Jul 03, 2013 8:01 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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Visionhunter wrote:
Trucks' spawn distance
I like the idea of the trucks acting as spawn points, as they do now. However, the distance to the enemy required for spawning to take place is hardly an improvement over most regular spawn distances.
I'd like to suggest the following improvement: Greatly reduce the required distance to enemy presence for spawning from a truck to take place. This would allow the truck to be used more aggressively in an offensive (as a forward spawn point). This also makes it a more interesting target for the defending force to take out.

The main purpose for the mobile spawn truck has been that it works as your (and your coop buddy's) restore point when you go behind the enemy lines and do your lonewolf / stealth thing so that you don't have to run back half the map to try again. For the stealth stuff, it doesn't really work as well as I'd like, as it also spawns bots, and if the bot is called back to home/main attack target, there's a possibility he ends up running there right through the area where you're being all stealthy, and he ruins the whole thing by starting to shoot and stuff. In this sense, it would be best to make it not spawn bots at all.

The secondary purpose for the mobile spawn truck is to fill it with a big squad, e.g. 7 members and a leader, or 2 smaller squads, and charge an enemy base by attempting to get through the front line. Better yet, play coop with a friend, and use two of these trucks with full squads.

I guess the fact that the spawn lock range is so big is a remnant from the times when spawn point selection was not possible, which forced people to spawn from the truck if near it, and having a smaller range would've made it possible for the other party to camp near the truck while keeping it spawn-enabled.

An aggressive forward spawn point wouldn't work at all unless spawning at the vehicle would be somehow preferred by bots. Also if AI would be made to focus on destroying these vehicles, they would be destroyed pretty fast if they were indeed in the region where they would've properly spotted them, so it seems a bit so-so if the forward spawn point would work that well.

The paratrooper calls are basically meant to sit somewhere in the middle of these two things. You can't effectively call paratroopers right in the middle of a battle, but you can call them pretty close and in high quantities too.

Quote:
Paratroopers spawning on rooftops bug
When calling for paratroopers near rooftops, any soldiers that should have parachuted onto a roof instantly spawns on that roof instead.

That's good find again, got it fixed for 0.90, thanks.

Visionhunter wrote:
Ambulance?
I proposed some changes to how vests work in a previous thread. If this were to be implemented in some way, medics would have a more important role. To aid in this role, I suggest adding an ambulance of some sort. Not sure yet how it would work, but maybe it instantly spawns an unarmed medic if a nearby soldier gets hurt, patches him up and afterwards runs back to his ambulance? Up to 2 medics per ambulance?

I haven't extensively followed the earlier thread, mainly because medikit isn't really something you'd use as a player with bots yourself, at least it's not designed for that. I could see its place in coop however, but primarily it's something the bots do for players.

This is because players are primarily those who have vests, so players are primarily those who need to be healed. Players have vests because they've found a rare weapon so it is important these players stay alive and in the battle for the longest time.

The vest part is mainly lacking in 0.89 as it's too hard with getting wounded from the first killing shot. 0.90 tries to alleviate it by having a vest that has 3 stages, it absorbs the first killing hit, it gets you stunned on the second hit and only gets you wounded on the third hit, and it costs more than previously. This way you can do your hero-rambo-"look at me I've got a super weapon"-thing near the very front line, knowing that when you get stunned, you will get wounded the next hit, so you better back up and stay closer to cover and others hoping someone is a medic (you'll see who is a medic later, you can check it in your own squad in 0.89-> with the secret key F9). And actually, you can pack a few of them in your backpack, so that you can swap a damaged vest with a proper one a few times.


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PostPosted: Thu Jul 04, 2013 1:43 am 
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Joined: Sat Dec 17, 2011 12:11 am
Posts: 46
The new vest changes sound awesome. I'm weird and actually like the idea of playing as a medic, even with the AI. Whenever I have a chance now I really enjoy trying to heal soldiers, even if they are likely to just run in and get themselves killed seconds later.


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PostPosted: Thu Jul 04, 2013 12:49 pm 
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Joined: Tue May 08, 2012 9:57 pm
Posts: 159
pasik wrote:
I haven't extensively followed the earlier thread, mainly because medikit isn't really something you'd use as a player with bots yourself, at least it's not designed for that.


General Chaos in this thread, myself and many others in the other thread I linked actually really, really like the idea of playing as a medic ourselves.

Shouldn't you at least consider it for that reason...? :(

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