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 Post subject: Re: Convoy gamemode?
PostPosted: Mon Jan 26, 2015 6:36 pm 
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Captain Fubar wrote:
Will driving the convoy be player controlled and ai controlled so some players can drive it I was kinda hoping for a non automatic one

Definitely player controlled. The game's AI isn't built for such organizing that they'd handle waiting for the other vehicles to prepare themselves for the convoy, AI steering is flakey at best, their stuck solving leaves too much to be desired.

The Convoy side bots could be utilized as gunners or generic protection running beside the convoy vehicles.


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 Post subject: Re: Convoy gamemode?
PostPosted: Mon Jan 26, 2015 6:49 pm 
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Opt_0 wrote:
^ What about destroying a certain number of Vehicles? Like a series of Cargo Trucks moving along (combined with Armored Support). After killing a certain ratio of "target vehicles" you win. Instead of just One specific one. I've played a few RTS games that run convoys this way and it makes it easier to work to protect the whole convoy instead of just one target and ignoring all the rest. If you have 1 central target, the standard approach in PvP may just come to be hit the Main Target ignore all the rest for a quick win.

Also the main way to hit a convoy is destroy the lead and rear vehicle, hopefully near a choke point, effectively blocking a convoy in. So if the auto-convoy can handle that situation without just clustering up or behaving like idiots in a pile-up I think it would work. But, if we can just confuse them by crowding the path and hitting a single main target it may feel a little shallow.

This could certainly work, that's a great idea. It increases the requirement for player count a bit, you can't do much 3vs3 (+ bots) if all players on Convoy side are required to drive the target vehicles, but yeah, OP was suggesting ~30 players session anyway.

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Additionally, I think a Co-op version of this for a KOTH style map would be fun too. It seems like it'd be easier to have the players run as protection and just have the AI attack.(Is there any chance for something like this in Co-op?) It would be essentially KOTH just with a moving line of Vehicles. Perhaps setting the Convoy line parallel to the likely battle line. Example: our convoy moves West to East in the lower 1/3 of the map in a long long line. And we have to create a defensive screen slightly more North across the map, trying to keep the AI away. Lot's oh Humvees and stuff too, for all sides! The Humvee needs to see more action!

This is certainly closer to a feasible possibility than having it the other way (bots handling the Convoy..). If the convoy goes through enemy bases like I was saying, then it would be enough for the enemy AI to be just set into defense in the bases, and that happens simply by letting the game handle it with 100% defense. Other ways are possible too as the script side can give orders to squad leader bots after turning off the in-game AI commander.


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 Post subject: Re: Convoy gamemode?
PostPosted: Mon Jan 26, 2015 7:32 pm 
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I was think 36-40 players maybe they can ride in jeeps or transport trucks as security team as well as humvees and apcs


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 Post subject: Re: Convoy gamemode?
PostPosted: Thu Jan 29, 2015 1:21 am 
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You know some day we may need some special type of "Ops Team" co-op mode for like just 4 players and specific style missions. (I know it's a dream, but if we could do "player created missions" like Arma... I have a feeling it'd be Indie Gold with Steam Workshop)

Something simple, like "rescue the downed pilot" but basically giving the players a wide open map so that we can approach the mission truly our own way. Like: "Here's a whole town, you're target is on the other side, get there, get them, get out." And we could use any resource available on the maps. Anyway just wishful wandering of the RWR player mind! XD

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 Post subject: Re: Convoy gamemode?
PostPosted: Thu Jan 29, 2015 4:01 am 
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Good idea opt


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 Post subject: Re: Convoy gamemode?
PostPosted: Thu Jan 29, 2015 7:47 am 
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I honestly don't know what they'd be willing to do, or what really will fit in RWR now or maybe later.
But RWR consistently surprises and I think many variations of a Convoy concept could work. And a few other Co-op map mission/modes. If nothing else, don't gamers love talking about games they love and the things they wish they could see in them? And then hope for it in a future sequel.

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 Post subject: Re: Convoy gamemode?
PostPosted: Thu Jan 29, 2015 8:57 am 
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Opt_0 wrote:
You know some day we may need some special type of "Ops Team" co-op mode for like just 4 players and specific style missions. (I know it's a dream, but if we could do "player created missions" like Arma... I have a feeling it'd be Indie Gold with Steam Workshop)

Something simple, like "rescue the downed pilot" but basically giving the players a wide open map so that we can approach the mission truly our own way. Like: "Here's a whole town, you're target is on the other side, get there, get them, get out." And we could use any resource available on the maps. Anyway just wishful wandering of the RWR player mind! XD

I don't know how player created missions work in Arma, but I'm guessing they've got some fancy visual editor for that, so yep, keep on dreaming! :lol:

Anyway, such mission modes in RWR are very much a possibility with specific match settings and some scripting used to monitor something and trigger something. Bases, spawnpoints, etc can be placed with Inkscape to alter a map to fit a different scenario which activates only for the mode in question. Not saying it's super easy, but it's possible.

On topic of rescuing a bot, given how there's no such concept in there in the game logic directly, something close to it might be doable by spawning the bot at the location, having the bot character have low XP in order to join a player squad when in contact, have the bot spawn without weapons for instance, having commander AI turned off for friendlies (so that the bot doesn't get orders to move elsewhere), have the location remote enough from enemies in order to avoid the enemies killing him, maybe give the guy a better vest so that he doesn't get killed instantly when being delivered back.

As you can see, it might become tricky with things that are not part of core game mechanics, but often doable nonetheless. This scenario could be kept much more simple by having e.g. a vehicle or an item delivered instead.


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 Post subject: Re: Convoy gamemode?
PostPosted: Thu Jan 29, 2015 4:56 pm 
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You guys have put in so much content to RWR I don't think there is much worry about.
But I really think the mechanics and general concept is Solid in RWR! It really is IT'S OWN INDIE GENRE
Maybe it'll have to go into RWR II. Or DLC XD?!?!

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 Post subject: Re: Convoy gamemode?
PostPosted: Thu Jan 29, 2015 5:30 pm 
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Are you guys playing on getting more people to join your company or are yiu sticking with a two man team?


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 Post subject: Re: Convoy gamemode?
PostPosted: Thu Jan 29, 2015 8:17 pm 
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Captain Fubar wrote:
Are you guys playing on getting more people to join your company or are yiu sticking with a two man team?

For the time being, it's the most straightforward way for us and we're perhaps used to the level of flexibility the mode allows. For some development "around the core", we have thought about outsourcing at least some of the work, but it would be a bit of a mess given how we've never had very solid long term plans for anything.

We need to see RWR 1.0 through with this approach and then take a fresh look at things when we're out of the tweak & tinker -zone.


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