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RUNNING WITH RIFLES Multiplayer

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PostPosted: Mon Oct 24, 2016 9:55 pm 
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Joined: Sat Sep 05, 2015 1:34 am
Posts: 212
I would like to see more sub officers in game. We already have an eod sub officer unit, but I would like to see more. There are many benefits and no downsides to this. Adding these "elite" units adds greater gameplay variety and challenges. I have proposed several of them below.

1. Covert Ops
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Description: These special forces units are sent out directly from the high command to take out enemy Comms. Extremely elusive and fast, these units will add greater challenge in protecting comms vehicles.


Commonality: 1 per 150 bots (will always spawn in a squad of 4)
AI behavior:
These units have a built in homing system to directly go and seek out enemy comms. Since they are on a mission sent directly from highly command to take out vital enemy structures, no higher ranked including players will be able gain control over them, nor will they be able to control any lower ranked units. This makes them very autonomous and independent. They will actively try to seek out comms. Due to their training, these units are extremely stealthty and have a natural built in -35% chance detection from other bots. They have a very high sense of awareness and have +20% in discovering nearby enemies, once they become aware of enemy presence, they will start crouch moving, further increasing their stealth. They will deploy their C4 when they come within 3 meters of their comms and detonate as soon as they get away from 11 meters away. Once they take care of their objective and theres no more comms or radars around, they will try to return back to nearest allied control zones and return to carry out objective again once comms respawns. Or in the case there are more than 1 comms, should they successfully take out the comms they have randomly chosen to, they will immediately go seek out the next. One might counter them by laying claymores around the comms but since they will always spawn in a 4 men squad and seek out the same objective, it wouldnt be as effective.

Equipment:
1x "Recon" vest (+15% speed, same protection as Vest II)
1x Standard silenced smg with chance to spawn with rare silenced)
3x C4

Strengths:
-built in -35% detection and +20% awareness
-fast
-decent protection

Weaknesses:
-they can be detected easily by players
-overall weak firepower
-less effective against moving comms trucks since they drive away when alerted.

2. Spotter
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Desciption: Armed with a powerful telescope, when defensive, these units will find the highest point in a base and deploy their spotting telescope 1.75x and try to detect any infiltrators and immediately alert nearby groups to the area and/or drop in reinforcements. When on the offensive, these units aided with their powerful spotter scope will be more aggressive in their calling for artillery strikes or reinforcements.

AI behaviour: this rotate around periodically with its scope to detect any enemies and decide the appropriate response. It will automatically call in a 4-8 troop reinforcement if it wants. If it spots a general area that contains a sizeable amount of enemy units, it will call in mortar strikes with an extremely low probability of calling in artillery. It loves to call in reinforcements and mortar strikes, so unless it gets taken out quickly, it'll give you a hard time.

The spotters primary slot is taken over by its powerful spotting telescope, its secondary is an machine pistol. You cannot run but walk (same speed when using a claymore) when the telescope is in hand, so the spotter will remain mostly stationary, but if it detects an enemy getting too close it will switch to its secondary machine pistol, which will make it able to move faster again and start defending itself with it. Until no nearby enemy troops are spotted, it will switch back to its telescope and carry on with what it usually do.

Commonality: 1 out of 250 bots
Equipment:
1x powerful 1.75x spotting telescope (when active, movement speed is same as when wielding claymore; 100% encumberance in inventory)
1x secondary machine pistol or rare
infinite ability to call in reinforcements and artillery

Strengths:
-very deadly and destructive from afar
-a nuisance unless taken out
Weaknesses:
-very vulnerable when enemy is nearby
-very weak and slow


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