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Silent weapons unlock. http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=6&t=1835 |
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Author: | Modest [ Thu Sep 18, 2014 9:30 am ] |
Post subject: | Silent weapons unlock. |
Something that occured to me... On invasion (single player campaing or coop servers) we can unlock weapons of other factions, by bringing 5 of them to armory. That is great mechanic, but it does not allow us to unlock other factions' silenced weapons because there is no way to obtain them in the first place. There are no bots that spawn with those, no crates that would contain them... My suggestion is simply - make it possible! Sure, bots don't know how to do proper sneacky action. Understandable that it might be not good idea to allow them use of silienced weapons. But still those could be obtainiable via creates destruction on enemy territory. |
Author: | pasik [ Thu Sep 18, 2014 10:36 am ] |
Post subject: | Re: Silent weapons unlock. |
Suppressed weapons were removed from bots as it was considered awkward that they'd use them in the usual heavy fights. (A) That was possible by turning down the commonness factor on these weapons. The same factors are used to determine the probability to pop out specific items from crates, so there's a technical issue there to separate these things. (B) An alternative would to spread out special crates that spawn specific weapons and scatter a few of them around the maps, could be respawning too unlike the rare weapon crates. Would need a bit of setting up to make them spawn the correct faction specific weapons and make these crates available for specific factions only. (C) Another way could be along the lines of - adding some commonness for the suppressed weapons - adding a new soldier group for each faction meant for default bots, to separate bots from players - setting default group spawn rate to 0 to not have bots spawn naturally in that group - still having suppressed weapons available for the default group, but not for default bots -> crates would then popout suppressed weapons sometimes (optionally->) - adding one more soldier group, for stealth bots - setting stealth bot natural spawn rate to 0, having only suppressed weapons available for these guys - adding a call that drops stealth bots as paratroopers - hoping the leader bots sometimes use the stealth squad call (maybe there could be some preference factors in calls that are tied to day time, and stealth calls would be preferred during night, for instance) (D) Make bots more aware of the stuff they spawn with: - let them spawn with suppressed weapons - make them look for weapons on ground / add the ability to smash crates in order to change the weapon if urge is noticed - have them have that urge when it's not night and they've got a suppressed weapon -> outcome is you may find suppressed weapons on ground after a bot changed out of one, and you can find them from crates (E) Have (some) bots carry suppressed weapons in backpack - have bots spawn with backpack capacity increasing vest item that doesn't drop on kill - in such case add a suppressed weapon in the backpack for a player to find on ground after killing the bot - needs part of C implemented to juggle with the suppressed weapon commonness (F) Have two sets of commonness factors, one for characters to use for respawning, other for crate popups - pain to maintain (G) Introduce crate specifications - generalize implementation related to popping out stuff from crates - the currently in use logic which uses default soldier group item availability and item specific commonness factors could be one mode - another mode could be to spawn something specific by using keys or by using item tags - make crates randomize their used specifications from the available crate specs when respawn - crate specs would define another commonness factor for themselves - crates could be another faction specific resource class Anyway, see how stuff is getting out of hands just for trying to avoid bots using stealth weapons in normal fighting situations? ![]() C actually doesn't sound that bad. Maintenance would be simple as well by having default bot group inherit the resources from the default group and then only removing suppressed weapons. |
Author: | Modest [ Thu Sep 18, 2014 11:56 am ] |
Post subject: | Re: Silent weapons unlock. |
Oh my! Oh my! ![]() ![]() ![]() Point C sounds really awesome - especially that part about Elites being able to call speciall suppresed weapons squads during night time! ^^ That would be pure awesomnes!!! ![]() |
Author: | DIO [ Sat Sep 20, 2014 12:02 am ] |
Post subject: | Re: Silent weapons unlock. |
Btw I don't know is that was a bug or what, but in v0.97 at Bootleg Islands I met and killed one grey soldier with....... Scorpion ![]() Sorry, if my post is an off topic..... ![]() |
Author: | JackMayol [ Sat Sep 20, 2014 7:49 am ] |
Post subject: | Re: Silent weapons unlock. |
DIO wrote: Btw I don't know is that was a bug or what, but in v0.97 at Bootleg Islands I met and killed one grey soldier with....... Scorpion ![]() Sorry, if my post is an off topic..... ![]() Hi and welcome DIO, A soldier can still spawn with a scorpion, it's just EXTREMELY rare. |
Author: | DIO [ Sat Sep 20, 2014 11:38 am ] |
Post subject: | Re: Silent weapons unlock. |
Thank you, Jack! ![]() I would like to congratulate you all - this is an excellent, very addicting and well made game. ![]() --------------------------------------------- Exactly, after you say it is not a bug it seems to be extremely rare, because I playing the game 6 months already and I had not seen any other silenced weapon(except MP5) till then used by bots. |
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