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RUNNING WITH RIFLES Multiplayer

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PostPosted: Wed Dec 21, 2016 5:01 am 
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Posts: 241
just an idea for a replacement system for radio calls.


Concept: the calls themselves would remain the "same" but in this concept the radio would be an armory like item that costs 0 RP to select items, tehy just cost RP to use.

the idea is simple, add a RADIO base building to the maps, these would be like armories and stashes, only there would only be one or two per map. the radio bases allow you to swap out calls and stratigicly pick your air calls per mission. the players call limit will be based on rank, with min being 1 call type and max being 5 call types.

idea based on this really freaking old image
Image

call functions
each call will have 3 things to notice
XP to use: self explanitory
respawn with: if blue you will have to head back to a radio base to put this in after death.
SINGLE use: calls with this marker would have to be re aquired after use or death.
AI use: if not marked the AI will use.

CALLS.

UTILITY (blocked by AA guns) (all marked as none AI use)
sandbags (first call any player unlocks, cheepest call, can respawn with)
supply box repair (cheep call drops a wooden crate holding 10 wrenches, and 2 medkits)



SOLDIERS
(blocked by AA guns)
paratroopers (second call unlocked, RP same, can respawn with)
paratroopers 2(just upgrade of one)
paratroopers three(none respawn, calls in 16 soldiers [3 medics, 2 EOD], none respawn.)(replaced with 2 on death)
combat engineers (single use,10k xp required, calls in 4 EOD soldiers)
RAMBOB (single use, found on map11[can not be used on 11], calls in a soldier with a none player MvW vest and LMG, weapon and vest can not be gained by players.)

ARTILLERY (blocked by destroying artillery implacements)
mortar (same as standard, can respawn with, third call unlocked)
mortar 3 (same as standard)
artillery 2 (same as standard)
artillery 8 (can not respawn with[replaced with 2], single use[can have multiple in list])
Tomahawk missile (single use,20k XP to use, costs 1k RP, fires 8 large missiles at target dealing massive damage to vehicles has low blast range, is a fast fire meaning 2 seconds between call and target area being hit)

vehicles (blocked by AA) (all marked as none AI use)
buggy (4th call unlocked, can respawn with)
Humvee (Can respawn with)
HUmvee GL (can respawn with, unlocks at 6k XP, costs 50 more RP then normal humvee)
humvee TOW (none respawn[gives buggy call on respawn], calls in a humvee with a TOW.[humvee would have only 3 seats, forward passenger, driver and gunner and would be explosive on death])
faction tank (standard, none respawn)
ENEMY TANK (unlock, none respawn)

m113 transport (unlocks 7k, [holds 6 passengers, a gunner and a driver. gunner has a .50 cal machine gun. is amphibious.] single use.]
mortar truck (unlocks 12k, no idea on concept probibly a jeep with a mortar.)

faction jeep (unlocks 3k xp, just drops a jeep nothing special)
stealth transport (unlocks 2.5k xp, drops in a light transport that can carry 2 people is cheap)



SPECIAL CALLS

rarely you may find a radio operator on the battle field these soldiers would be AI with a .44 mag and 3k RP that would be built around using calls. on death they would have a chance to drop a peace of paper called radio codes. this unlocks more calls.

the unlocked calls.
humvee TOW, enemy tank call, artillery 8, tomahawk missiles, combat engineers, paratroopers 3, supply box repair.

special single use calls: rarely the radio operators will drop specific codes, like a paper that says "officer contact numbers" or something of the like.

single use examples

officer contact numbers: parratrooper single use call, drops in 5 elites.

death thunder plans: massive artillery, drops in a large amount of explosives on the area, basicly an artillery 8 with tomahawks, heavy mortor shells, and rockets through out it, devistates the area hit and will always wipe an area. requires 20k XP to use and costs 5k RP to activate, can be activated in jammed areas as it more or less just fire everything in this general direction.

prototype supply lines: drops in a crate containing an EXO suit and a stoner. (the EXO suit doesn't give much in the way of protection but does give a 30% speed boost and 40% carry weight increase.)

direct strike codes: fires a single artillery shell at hte location, will hit exactly where you aim. most common single use dropped and cheepest to use. still requires 4k XP and 50 RP to use.



------------------------
this is just the base idea, I need to refine it so any feedback is welcome. though I will work on the concept.
------------------------

OBJECTIVE ITEMS TO BE ADDEDS

Image
artillery batteries: these would be a set of three cannons each with their own health, blowing them will disable use of any artillery call from the enemy team. (be it a mortar on an 8). the problem is you have to blow all three of them to disable the calls. though the general idea is they will always be near each other.



_____
notes:

1. yes I know this will not be an easy task, but if the ability for calls to be sellected like weapons is made I can make all the calls and the marks on which ones the AI will use and which they will not. If this is picked up I will do as much work as I can on it.

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I regret even hearing of this game!


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PostPosted: Fri Mar 03, 2017 6:52 am 
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Joined: Sat Sep 05, 2015 1:34 am
Posts: 212
+1 i support


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PostPosted: Fri Mar 03, 2017 8:23 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
We used to have the radio calls as items back in the day, around 4 years ago somewhere near beta 0.86 viewtopic.php?f=4&t=1152
Quote:
gameplay: armory added - RP can be used to trade items in the armory with the inventory UI, calls like mortar strikes are purchasable


Safe to say we can't go back to that anymore, transforming the actual radio call items to a separate concept meant plenty had to change.

Maybe something similar could be done in a mod by e.g. having the call items as deployable weapons which spawn an invisible dummy vehicle which is used as a trigger to run a piece of script at the event of spawn that uses create_call to make the call happen. Obtaining the position where to create the call would be the hard part, a hotkey with %input_position would be one way to supply it or the character position could be suitable in some cases. You'd probably set the position with a hotkey first - it could also leave a marker on the ground and map - and then use the call item, or well, it would work the other way around too.

AI won't know how to use any of that, though. It could be simulated by having a script run which analyzes where these calls could be of use and then just directly use create_call commands rather than having the soldier execute the calls.


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