GAZ082 wrote:
Hello there! Love RwR! Its looking like Cannon Fodder but in the XXI century!
However, I'd like to add a few suggestions to the forum:
1. It's way to easy to hit a target. Some kind of recoil should be implemented. This way, the chances of surviving would be much higer and the "wall of bullets" would decrease, allowing more tactics in the middle of a battle. Like Day of Defeat.
2. Better squad control. Split like in Cannon Fodder or other tactics.
3. Longer day/night cycles, just too short as implemented now.
4. I bet this is in, but vehicles, fun to transport your team to the action, hitting the chassis wile screaming "GOGOGO!" or (LOSLOSLOSLOS!). Helicopters!
5. Slower pace. Right now, it's too frenetic, just ala D Day massive fronts attacks.
Well, that's all, awesome game!
Regards.
Gabriel A. Zorrilla
I can agree with most of the points. Does 1) mean that there should be more penalty on the accuracy on the weapons when shooting by holding the button down? There is some penalty there, but it might not be enough yet. If it's the AI accuracy that's bugging you, you can make the AI less accurate when creating a new game.
2) won't most likely be implemented like in Cannon Fodder, as it doesn't follow the concept of you-control-only-this-guy-until-the-guy-gets-killed. To start experimenting with it, squad control will be made so that you can give a position with the mouse for the team to approach, it should allow you to do several tricks. The idea is discussed
here to some extent.
3) is easily controllable, let's try a longer cycle on the next version.
4) is a huge feature to add, but I'm going that direction once I can get all the running-stuff done first.
5) is something I agree 100%. The game used to be less hectic, on the top of my head it was in the versions before 0.3. The stuff that changed somewhere there was that the faction would use more troops to attack, the soldier spawn rate was hugely increased, and on going fights would draw in a lot of soldiers from nearby blocks. What this did was that once the attack start zone would have enough soldiers to begin the attack and the first attack wave would charge, the faction would be able to sustain a constant stream of soldiers to the attack, so the outcome was that there was hardly any periods of peace.
The intention of these changes was a valid one, as there used to be a problem that the attack would never begin, as the faction was every now and then unable to allocate enough soldiers for the attack to start.
Also, the overall amount of soldiers affect the attack behavior; which soldier count setting are you playing on? I think especially map2 should be ideally played on less soldiers, as there aren't that many bases in that map (7 or 8?) comparing to map1 (14).
I will continue tweaking these parameters in the future, I'd want to go back to the state that there were times when you would just stay still with your team leader a while (assuming you're following someone and not leading) and you'd see how the main attack teams gather to the specific area and then the charge begins, it used to be pretty fun.