RUNNING WITH RIFLES
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Not so random starting equipment...
http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=6&t=1292
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Author:  Modest [ Sat Jul 13, 2013 8:11 am ]
Post subject:  Not so random starting equipment...

Hi :) This time I wanted suggest... Well, title says it actually :)

Currently when You are killed in action (and that is happening quite a lot) you are respawn with quite random equipment. If You had medkits, than propably you will be respawned with medkits. That is good. But sometimes You are respowning without any "secondary weapons". That is still great - my suggestion is not related to those. What I want to suggest, are grenades. Could You please make sure that when respawning every player will get at least ONE grenade? There is nothing worse than being respawned ONLY with your gun - no secondary weapons, no grenades, not even an apple cake! ;)

Author:  pasik [ Sat Jul 13, 2013 8:39 am ]
Post subject:  Re: Not so random starting equipment...

This is something that will change, but we're not completely sure what will be the course of action here.

I like the fact that you don't spawn with everything filled each time, and ending up spawning without grenades at all don't seem to strike me as huge injustice -- you easily get grenades by 1) seeing fellow soldiers killed 2) killing enemies 3) smashing a few crates, the grenades don't seem to be all that scarce in the end. All it does is it puts you in a situation that you're one little advantage short that life.

The current ideas for tweaking the initial spawn item fill logic are:

a) consume RP to fill items, could be up to total capacity or e.g. 50% but at least one -- if you're out of RP, you only spawn with primary weapon.

b) make RP level affect how many items you get, but don't consume it -- fits with the idea that RP represents relation to your superiors, so you get favors

c) make item fill count directly related on how well you did in your previous life, kill 0 enemies and get 0 items, kill 10 and get full load

d) like A, but don't do it automatically, e.g. allow player to access armory while dead -- works better than A if some items have significant price (vest in 0.90 is 50RP, although wearable items are currently anyway set to not have a chance to be filled when spawning); the solution is a bit irrational and cumbersome

A, B and D suggest players to care that tiny bit more about RP = objectives = cargo truck mission, comms truck mission, valuable deliveries, spotting tasks, base captures, more coming. It can be a bit awkward if you think about the adversary online matches or PvP where people mostly just want to concentrate on team deathmatch. But well, at least B might work there, the players would have two choices then basically, either concentrate on getting full load by not using RP for anything else, or use RP to buy mortar strikes and paratroopers; players could be given an initial RP chunk when starting the match.

Author:  MrNuckFuggets [ Sat Jul 13, 2013 11:35 am ]
Post subject:  Re: Not so random starting equipment...

Modest wrote:
Hi :) This time I wanted suggest... Well, title says it actually :)

Currently when You are killed in action (and that is happening quite a lot) you are respawn with quite random equipment. If You had medkits, than propably you will be respawned with medkits. That is good. But sometimes You are respowning without any "secondary weapons". That is still great - my suggestion is not related to those. What I want to suggest, are grenades. Could You please make sure that when respawning every player will get at least ONE grenade? There is nothing worse than being respawned ONLY with your gun - no secondary weapons, no grenades, not even an apple cake! ;)


I disagree. Grenades don't do much guns can't do but secondary weapons are very important, seeing as they are the "classes" of RWR. It's hard to be your team's medic if you happen to spawn without a medikit :D. I think the player should always respawn with at least one of their chosen secondary item. Specific secondary items are harder to find than frag grenades too.

Pasik, if you don't thnk this is a good idea, could you at least make the chance of spawning changeable in the .weapon file? If it isn't too much trouble that is. :)

Author:  pasik [ Sat Jul 13, 2013 12:56 pm ]
Post subject:  Re: Not so random starting equipment...

MrNuckFuggets wrote:
It's hard to be your team's medic if you happen to spawn without a medikit :D. I think the player should always respawn with at least one of their chosen secondary item. Specific secondary items are harder to find than frag grenades too.

Pasik, if you don't thnk this is a good idea, could you at least make the chance of spawning changeable in the .weapon file? If it isn't too much trouble that is. :)


The problem with guaranteed spawning with a bazooka is that you tend to start playing as the kamikaze bazooka guy -- we had this in online way back when bazooka was introduced, everyone focused on getting a kill with the first shot, shot being made with a bazooka.

Author:  MrNuckFuggets [ Sat Jul 13, 2013 2:08 pm ]
Post subject:  Re: Not so random starting equipment...

pasik wrote:
The problem with guaranteed spawning with a bazooka is that you tend to start playing as the kamikaze bazooka guy -- we had this in online way back when bazooka was introduced, everyone focused on getting a kill with the first shot, shot being made with a bazooka.


That still happens when people happen to spawn with one. Maybe the bazooka is too good against infantry.
In that case, reducing the blast radius or adding a fire delay like the medikit has could work.

Author:  Papa [ Sun Jul 14, 2013 10:11 pm ]
Post subject:  Re: Not so random starting equipment...

pasik wrote:
The problem with guaranteed spawning with a bazooka is that you tend to start playing as the kamikaze bazooka guy -- we had this in online way back when bazooka was introduced, everyone focused on getting a kill with the first shot, shot being made with a bazooka.


That is still my style of play.

Anyways, a feature I would like to see that is similar to this is automatic pickups, if a slot is empty. Suppose I start with no grenades (Or another slot 0 item), walking over one should just put it in my inventory (As long as the rank allows it, of course). The same would apply for secondary weapons. This way the issue of having no grenades/secondary weapons is limited and it makes the pickup system much easier.

From personal experience I can vouch that if I break a crate and it drops some grenades and a primary weapon it can get fairly tedious to stand over each and every one, press F a bunch of times, and move on to the next one.

Author:  pasik [ Sun Jul 14, 2013 10:39 pm ]
Post subject:  Re: Not so random starting equipment...

Papa wrote:
Anyways, a feature I would like to see that is similar to this is automatic pickups, if a slot is empty. Suppose I start with no grenades (Or another slot 0 item), walking over one should just put it in my inventory (As long as the rank allows it, of course). The same would apply for secondary weapons. This way the issue of having no grenades/secondary weapons is limited and it makes the pickup system much easier.

From personal experience I can vouch that if I break a crate and it drops some grenades and a primary weapon it can get fairly tedious to stand over each and every one, press F a bunch of times, and move on to the next one.


Hmm, I'm not sure I understand, as to me it feels that's the way it already works.

Let's say you've previously had medikits and hand grenades in your equipped items. Ok, now you run out of them or you spawn without any. If you then walk over a medikit or a hand grenade, it is automatically picked up -- no need to tap or hold pickup key. If you walked over a shield, bazooka or stun grenade, they are not automatically picked up, as "you didn't want them anyway, as you had committed to be a medic who uses hand grenades". If you want to change your "role" (= item setup), you can do that knowingly and willingly by using the pickup key - the game can not guess if you want to do that or not.

Considering the other alternative, that when you had been a medic, but used all your medikits, now you'd walk over a shield (possibly accidentally) and it would be automatically picked up, you might be fairly annoyed the next time you finally find a medikit and think you can conveniently just walk over it to pick it up (to continue on your committed role) -- instead, you now have to specifically drop the shield, you'd probably drop the shield right there somewhere over the medikit, and who knows which one the game would actually automatically pick up now, while your intention was to just be the medic and never pick up the shield in the first place. :)

Author:  Papa [ Mon Jul 15, 2013 9:02 am ]
Post subject:  Re: Not so random starting equipment...

Oh, I didn't realize that is the way it works. That's good, I assume.

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