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PostPosted: Sun Jun 08, 2014 11:08 am 
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Joined: Fri Feb 15, 2013 7:56 pm
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Location: European Union, Warsaw
In short - I think it would be nice addition to be able to deploy (in a way You can deploy sandbags) some kind of continers, into which You could put large amounts of items (large, but not infinite) without fear of them dissapearing.

Longer explenation on how it could work, and WHY it could be usefull at all.

There are moments when we want to barricade ourselfs in certian location and protect it for some reason (Power Station in KoH map for example have few really nice places to do that). The main problem in such situation is reciving supply - there is no need to gather primary weapon ammo in RWR (and I DO like it), but grenades, medkits, rockets, flares, vests do need to be ressuplied, and I think everybody will agree that it is better to have main weapon and grenade, than only main weapon. What I am suggesting is that player can buy special continer in armory, which could deploy exacly on same way one can deploy turrets or barricades. When it would be deployed it would work simmilar to stash - but not the same as it. Simmilar because You could put there certian number of items and use them when needed. Not the same because those should not have such big capacity as stashes and they would NOT be linked together like stashes are. So You could agree with some other players that You are going to protect region from heavy enemy assault, take said continer, many grenades, some medkits and vest, rocket or two in Your backpack. You go with all this stuff (and crippled aim) into said place praying on You way that no enemy will decide to shoot You, while You carr all that equipment. When you reach picked location, You deploy Supply Continer and put all stuff You don't need to use right now, but might want to use it later. Now You and Your companions of arms can use all that equipment, and can protect area longer/more efficient. What if supply in continer will run out? Well... You have legs (I hope You have them still) so run to armory, buy more and resupply Your Supply Continer with fresh grenades, medkits and so, and so.

What when enemy would throw grenade and blow up Supply Continer? Well, I think that it should be solid eoungh to not be destroyed on first grenade that exploded in proximity - but second of third for sure shoul do it! What then? How about same effect that destroying supply crates, with exeption that insted of 1-4 items it throw out all stored items? Maybe stored explosives could be throwed away and also explode?

This is something that most of time would be not really important - but in specific situation would be really nice to have :D Your thoughts?
Also keep please in mind that I did NOT made any suggestion about how many items one could stored, what kind of items could be NOT stored etc. All this is for consideration and disscusion - and to balance stuff correctly :)


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PostPosted: Sun Jun 08, 2014 11:24 am 
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Joined: Mon Jun 27, 2011 11:59 am
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Some time ago, I considered extending the support that's there in RWR for item containers (i.e. personal backpacks and stashes, faction wide armories) but decided it's too big of an effort for 1.0 to make the system and UI work bugfree, given it should also work online, with what would be faction wide/global backpacks associated to targets/vehicles.

Hence, the best RWR is able to do is
1) personal stash or armory interaction point attached to a vehicle, much like armory truck; clearly possible to make it work with something that looks different and doesn't support driving, and is either called in as a drop or spawned via a deploy item

2) a crate like element which pops out specific stuff when stabbed; these crates could be called in as air drops or again spawned via deploy item

3) create the items directly upon air drop or by using the deploy item

Sandbag cover drops were added in the game a few versions ago to tackle the same thing you were targeting the supply containers concept for, obviously limited to just sandbags.


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PostPosted: Sun Jun 08, 2014 1:32 pm 
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Joined: Fri Feb 15, 2013 7:56 pm
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Understood. Well, I know nothing about coding anc creating game so yea... Didn't realised that :) Than I think best thing insted of Supply Continer suggested by me would be supply crate called in or deployed by soldier.

Any hope for such thing being implemented afther 1.0? That is in long, long future? ;)


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PostPosted: Sun Jun 08, 2014 5:31 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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Modest wrote:
Understood. Well, I know nothing about coding anc creating game so yea... Didn't realised that :) Than I think best thing insted of Supply Continer suggested by me would be supply crate called in or deployed by soldier.

Any hope for such thing being implemented afther 1.0? That is in long, long future? ;)

1.0 itself shouldn't be happening much later than August ideally, but the question is more about what will happen after 1.0 and no one knows.

a) A new title project is began based on work done for RWR? This would mean a longer delay until anything tangible surfaces from it. Once the codebase changes a lot, it doesn't make sense try to keep it compatible with RWR 1.0, so all new features would be specific to the new title. Maybe someone could still be able to make RWR 1.0 content to work as a mod for the new title once it's out, and thus extend RWR 1.0 with better support for item containers and whoknowswhat.. maybe some features will be lost too, so it's not quite straightforward.

b) An add-on project for RWR is started? This would mean less long delay, but a delay anyhow, when we design and create the content and the additional features that may be needed. Simplest case would need no significant new features, but maps and content and configs. A more complex add-on project might involve changing stuff in RWR logic, possibly including improved item containers. This would either happen as a separate DLC package or as continuing updates to RWR 1.0.

c) A porting project is started with RWR 1.0, getting "most" of it to e.g. touchscreen, tablets? No hope for improved item containers while this project is on.


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