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RUNNING WITH RIFLES Multiplayer

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PostPosted: Thu Feb 09, 2012 3:52 pm 
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Joined: Thu Feb 09, 2012 1:02 pm
Posts: 12
Think CoD 4 'Domination' & Nuclear Dawn main game type.

Essentially, held bases generate 'points'. First to x wins. Some bases are worth more than others (like Nuclear Dawn and the Primary, Secondary, Tertiary).

Additional info:
However, the amount of points earned is also related to how many bases you have capped.
ie
Major base is worth 5 / tick
Minor base is worth 2 / tick
Control point is worth 1 / tick

and then sum of this could then be multiplied by the fraction of bases held.
example map:
1 major
2 minor
6 cp

team 1: major, minor, 2 cp (5 + 2 + 2) * 4/9 ~= 4
team 2: minor, 4 cp (1 + 4) * 5/9 ~= 2.8

This way the difference is a factor of 1.4, not 1.8 (could all be useless).
Suggested map size would be med-xlarge.
Less players but more squad-orientated play would suit, too.
/Additional info

Other ideas (sorry if these are duplicates)
I personally like lots of options - even if these things are in a ini file or some external config - just to fine-tune the experience (imo).
  • Increase mouse collision for the pop-up on dropped weapons (just by a tiny bit) (I'm just bad at mouse precision)
  • Sprint? For a limited amount of time? Might be over powered.
  • Cover indicator - circle at your feet changes colour based on how much protection you have from incoming bullets (10 finger scan around player and add 10% healthiness for each collision with terrain? performance impact?) Fade light-green -> green (no protection -> max protection (probably only 40% in deployment))
  • You can reload while your clip is full?
  • Faint line from player to aiming cursor - I never know where I am
  • Clip empty -> Reload the next time you click?
  • Some kind of hud so you know how much bullets left in clip? Even if approx? (unless this game is hardcore)
  • Forced respawn so I can't tell my team where the enemy are going once they run over my body?
  • Prone slow-crawling, or at least rotating while prone (except for guns that require prone to fire - stops M240 from being OP - thanks Monsteri)
  • Switch TO grenade, to throw, and then the aim indicator switches to a grenade-landing indicator (only if we have multiple slots).
  • Flashing/pulsing location-indicater on the mini-map - I can't see the triangle 'quickly'.
  • Re the current/max followers thing; have a faded out indicator of how many you 'want' to have (ie if you CAN have 3, but want 5 when the time comes, show 2 faded out saluting guys on HUD)
  • (MP) Death messages on death eg 'Player played with a grenade' - Terraria, Delta Force, countless other games have this and its always fun :)
  • (Gamemode) TDM: First to 1000 (or x) kills wins.. soooo simple
  • May as well add CTF, TKOTH, too.
  • Some way of knowing how close you are to capturing a particular area (a for-against strength bar type thing)?
More as I think
---------------------------------------------------------------------------
Check this out;
Classing/Weapons in Multiplayer
The... general... idea is that you can quickly change roles to suit the situation.
Players models are based on what they are holding, for the most part. This means you can look at players nearby and immediately work out what they are able to do.
Following the Assault/Support/Utility idea I had the following thoughts.

Assault Rifles and SMGs, combined with Kevlar Armor , Grenadier Kit, or a Handgun, provide a simple and easy to use 'base' point for new players. On joining a game players could automatically be given a random combination of the above. This gets them going ASAP.
Players who have a more specialised role in mind can then change from a spawn menu? or a nearby crate?

Newbies: Assault Rifle, Machine Gun, SMG, Handgun, Grenadier Kit, Kevlar Armor (all easy to understand / use)
Vets: Sniper Rifle, Rocket Launcher, Flamethrower, Officer Kit, Camoflage, Pioneer Kit, Repair Kit, Medic Kit (all require in-depth understanding)

Random Q. What do [Primary] and [Secondary] mean?
Random A. This multiplayer classing/weapon/gear model is based on a 'two-slot' gear set: each soldier can carry around two pieces of gear; one labelled primary (typically a main weapon or kit) and one labelled secondary (typically a 'booster' that helps in a specific situation).

In-game weapons/kits (collectively known as 'gear')

Primary gear:
  • Assault Rifles
  • SMGs
  • Sniper Rifle
  • Machine Gun
  • Rocket Launcher
  • Flame Thrower
  • Pioneer Kit
  • Officer Kit
  • Shotgun(s)? (left out of further discussion in this post for now)
  • Grenade Launcher? (left out of further discussion in this post for now - maybe a secondary gear with prereq on an assault rifle or SMG)


Secondary gear:
  • Handguns
  • Repair Kit
  • Medic Kit
  • Grenadier Kit
  • Kevlar Armor
  • Camoflage Kit (Ghilli Suit)
  • Flare?
  • Radio - Artillery Section?)
  • Radio - Intelligence Section)

Model selection
IE whatever 'gear' you have from the list below determines your player model (of course, there are some collisions).
  • Assault Rifles, SMGs, use a basic 'Assault model'.
    Image
  • Sniper Rifle: 'Lighter' Armor (less visible protection). Perhaps a close-fitting cap instead of helmet.
    Image
  • Rocket Launcher: Heavy Backpack with rockets, looks bulkier
    Image
  • Flamethrower, Fuel tank on back, large weapon model
    Image
  • Officer Kit: Special uniform (gold stripes), wears unique helmet
    Image
  • Pioneer Kit: Special uniform, wears unique helmet (bandana)
    Image
  • Camoflage Kit: drawn over top of primary model if possible
    Image
  • Kevlar Armor: drawn over top of primary model if possible.
Image

This sort of shows what they make look like. Note that all of these pictures were done in paint - I have since make better screenshots of actual models (eg an actual sniper model) (will upload later)
Image

(Theoretical) Explanation of kits which may not self-communicate their effect
Pioneer Kit. [Primary]
The Pioneer Kit allows in-field construction of anti-troop and anti-tank defenses, as well as sandbag placement. The Pioneer provides critical back-line support and strengthens his side by building a supporting infrastructure from which attacks can launch.

Repair Kit. [Secondary]
The Repair Kit allows a soldier to repair nearby vehicles, reducing down-time by keeping them in the field. Repairing a vehicle that is being fired upon is not advised.

Medic Kit. [Secondary]
The Medic Kits give a soldier a small chance of being able to revive a fallen comrade, bringing them back from the edge and giving them another shot at life.

Additionally, if rwr had a 'auto-pick' system for a role (you get gear based on what that role would do in-game)
(This list could be pruned a lot, even 10 roles seems like a lot)
Auto-classes:
  • Assault (Frontline Warrior): Assault Rifle or SMG, Kevlar Armor or Handgun or Grenadier Kit
  • Grenadier (deleted - merged with Assault)
  • Suppressor (Heavy Fire Support): Machine Gun, Kevlar Armor or Handgun or Grenadier Kit
  • Spec Ops (Flanker): SMG, Camoflage Kit or Kevlar Armor or Handgun
  • Sniper (Long-range Support): Sniper Rifle, Camoflage Kit or Kevlar Armor or Handgun
  • CQB (deleted until we discuss shotguns and urban combat)
  • Engineer (Building Support): Pioneer Kit, Handgun or Repair Kit
  • AT Trooper (Anti-vehicle): Rocket Launcher, Handgun or Repair Kit
  • Medic (Reviver): Assault Rifle or SMG, Medic Kit
  • Officer (Squad Commander): Officer Kit, Handgun

No matter what way you go, as long as its slick it should be fine. I feel that the quick visual 'oh thats what he can do' factor is fairly important. This is all just ideas, there are alternative proposals out there to check, too.


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