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RUNNING WITH RIFLES Multiplayer

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PostPosted: Sat Jan 24, 2015 5:04 pm 
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Joined: Sat Jan 24, 2015 4:34 pm
Posts: 7
If we ever get a RWR 2.0 game.

I would really like to see a combination between RWR and the RTS game Company of Heroes. Some of the COH game mechanics are well fitted for RWR.

The below wall of tekst is a direct copy of the Company of heroes Wikipedia page. So try to imagine RWR and COh blended.

Resources.

The resource management in Company of Heroes retains micromanagement details such as reinforcing troops, which has the effect of creating a less tactical RTS experience.

Players must take control of certain points on the map. The more of these points a player controls, the more resources they acquire. This concept demands constant expansion of a player's territory. These points are connected like supply lines, and so, during the course of a battle a player can capture one point in the supply line, isolating the rest which had been connected to the base through it, therefore reducing the enemy's resource intake.

Players collect three resources: manpower, munitions, and fuel. Manpower is necessary to produce all units. Munitions allows players to upgrade individual squads or vehicles and use special abilities. Fuel allows players to purchase tanks and other vehicles, build base buildings and acquire global upgrades. The player can decide, at a manpower cost, to place observation posts on his resource points in order to increase his production by 40% and make them more durable against enemy takeovers, which means sacrificing resources in the short-term for a greater long-term intake. Resource points must also be connected as any unconnected captured points can not produce resources.

Buildings

Buildings[edit]

Units can occupy a civilian building and convert it into a field barracks, allowing certain units or squads to be created by that building, thus allowing a forward unit production and reinforcement point.

Infantry units can also occupy buildings and use them as cover or a garrison to protect against attack, but this limits their firing range because the infantry are a stationary, immobile target, rendering them vulnerable to sniper fire, grenade/satchel charge attacks as well as being easy to surround. Also, while garrisoned, infantry units can only shoot out of windows or holes blown into a building. Certain weapons are immensely effective against units holed up in a building; satchel charges or infantry-carried rocket launchers can demolish a building, tank fire can blast the building, and infantry or tanks armed with flamethrowers can set the building on fire and burn out the occupants, and finally artillery. However, there are advantages; infantry are well protected from small arms and most buildings are sturdy enough to stand up to limited tank fire before collapsing. Company of Heroes was one of the first World War II strategy games which introduced dynamic building destruction which took advantage of the physics engine used to make the game. For example, if a tank was concentrating its fire on one position of a building near the bottom, then the whole building (once its "health" was completely depleted) would collapse in that specific area first and then the rest of the building would follow.

Companies:
Infantry Company: Centered around defense and infantry support, this company allows players to train infantry and build defenses faster, employ heavy artillery, and call in reinforcements such as the elite US Army Rangers, or a randomized group of units with the "Battalion Reinforcement". it is best for defensive players.
Airborne Company: Centered on air support, this company allows players to deploy paratroopers, call in recon planes, and enjoy the destructive capabilities of the P-47 Thunderbolt fighter-bomber. This company allows for hit and run tactics and is recommended for offensive based players.
Armor Company: Centered on vehicles and armor support, this company is slow to gain strength, but boasts powerful abilities, such as improved vehicle production, vehicle field repairs, the Sherman Calliopes and the powerful M26 Pershing heavy tank.

Axis

Represented by the German Wehrmacht, this faction employs a wider range of units than the Americans. Wehrmacht units are generally more expensive and powerful, but also more rigid and ill-equipped beyond their intended roles. For the Wehrmacht, veterancy is not earned, but "bought" at their Kampfkraft Centre. Wehrmacht infantry range from simple Volksgrenadier militia to elite Knight's Cross Holders. Their armor, likewise, also gives players the choice between Flak Panzers, the Panzer IV or the powerful Panther Tank. Their force is rounded out by a few more specialized tanks and powerful support units such as officers and Nebelwerfer rocket batteries.

Doctrines:
Defensive Doctrine: Centered on artillery and defense, this doctrine allows base structures to defend themselves against Infantry, offers bonuses for defending infantry, and allows players to call in rocket barrages and deploy the powerful Flak 88 cannons.
Blitzkrieg Doctrine: Centered on speed and offensive operations, this doctrine allows players to speed up their military and economy, and allows players to deploy powerful assault units such as Stormtroopers and the Tiger I.
Terror Doctrine: Centered on psychological warfare and destructive power, this unusual doctrine provides players with die-hard infantry and the ability to rout the enemy, be it with propaganda, devastating V1 rockets, or a single, powerful Tiger Ace (which has since been replaced in patches by the King Tiger tank).


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