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RUNNING WITH RIFLES Multiplayer

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PostPosted: Tue May 08, 2012 10:30 pm 
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I've played the demo (v0.4) for about 10 hours now and I have the following remarks and suggestions:

1. Weapon selection
Starting with a random weapon ensure that players can just jump in and play without having to worry about weapon selection. However, the rifle that requires you to lie down to fire can be quite annoying to start with if you've just decided to sneak behind enemy lines. I like the randomness, but you may want to consider SOME form of weapon selection.

2. Weapon overview
Is an AK better or worse than the MP? I have no way of seeing this in game or in an info tab or anything. There 5 or 6 rifles as far as I know, with only one being distinctively different from the others. It would be nice to know what gun I might prefer.
That being said, some more variation in weaponry might be nice. How about a semi-automatic Garand, or a Trench Gun...?

3. Neverending battles
Even if you capture nearly the entire map in minutes, there will almost always be one or two bastions that remain incapturable, resulting in fights that can last up to an hour (before I quit from impatience). No matter how well you lead the assault or stalk their spawn points, your incompetent allied soldiers never show up when they are most needed and never seem to defend key points after having captured them in a bloody battle. After successfully having fought over some strategically placed buildings and defenses for half an hour, it's kind of demotivating to see enemy soldiers run through that area unscathed just a minute later just because your allies decided now would be a good time to advance.
But I digress. The point I'm trying to make is that some battles seem to never end, no matter how well you play. The enemy cannot take an extra base and your allies fail to break the enemy's defense. This seems to mostly happen in Town (W), Airport and West Trenches.
My suggestion would be to change approaches (When storming the West Trenches, why always come from the East Trenches and fight an endless battle?) Randomly alternating approaches if a specific approach doesn't seem to be doing anything after 15 minutes might be nice.

4. Grenade supply crates
Some of your spawn points are next to grenade crates, suppyling you with an endless stream of highly effective grenades whenever a battle is waged nearby, which it often is. Center Trench, Acadamy and Town (W) come to mind. A 30 second cooldown on the crates for Human players to prevent exploitation perhaps?

5. Troop transports
Crazy idea, but might be interesting. If you want Running With Rifles to feel a bit more like a WW2 scenario, add some vechiles. No tanks or anything player driven, but troop transports or Jeeps might be a nice touch. Troop transports could bring in reinforcement to the front by road from outside the map for example, which in turn would provide a nice target for enemy soldiers (in multiplayer?).

Jeeps could even be player driven to allow for quick maneuvering across the map.

6. Objectives

Domination or Capture The Flag are game modes that would lend themselves well, especially for multiplayer.

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PostPosted: Wed May 09, 2012 12:00 am 
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Hello, I will attempt to address these issues before pasik comes in and gives more solid explanations.

1. Weapon selection is random when you join the game, but after you join and die, you will always spawn with the same weapon you had in your hands at the time of death. So actually, you can easily "select" your weapon to have with you the rest of the game. I think there may be something implemented about selecting spawn weapons but that will come much later. Also, did you know you can knife crates to get weapons and stuff? (not being an ass but lots of new players don't know that)

2. The G36 and AK47 are very similar but the AK47 is a little more inaccurate and the G36 looses its kill power earlier on. The weapons are G36, AK47, M24-A2, MP5sd, M240, and Mossberg. The MP5 is silenced to AI so AI react extremely slow towards shooting it at night especially. The M24 is a sniper... the M240 is a light machine gun, and the Mossberg is a shotgun. I'm not quite sure how you can't tell the differences. More weapons will be added as niches for specialties are discovered and added.

3. Not much to say here except that AI is always an area of improvement.

4. Agreed. Sometimes, standing next to a grenade box is more effective than artillery :D

5. Hmm troop transports are being tested upon and implemented already. We have the idea of having jeeps, apcs, and tanks for player/AI driven vehicles. The jeep will be a light carrier and recon vehicle (like in company of heroes), the apc will be the main troop transport, and the tank will be the tank...

Also, RWR is not a WW2 game... as shown by the choice of weapons. It is a modern warfare game. If you are looking for a WW2 mod, I highly suggest Petrenko's WW2 mod in the mod section. It does a good job of adding weapons like the garand and trenchgun.

6. Good idea that has been thrown about on the IRC.

Anyway, I hope you enjoy this game and its community

Good luck,

ComJak

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PostPosted: Wed May 09, 2012 12:49 am 
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Most multiplayer games are played on Map 2 or Map 3 where there are no grenade crates, since there's usually enough grenades to salvage from the battlefield. I just wish that every time I try to pick them up my guy didn't throw his weapon across the map and pick up an M240 or something =/ it's gotten me killed a few times.

There's already a vehicle in the game, but its functionality is.... limited, really. I don't know if you can get it in multiplayer though, I haven't tried.

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PostPosted: Wed May 09, 2012 1:01 am 
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OzyThesage wrote:
I just wish that every time I try to pick them up my guy didn't throw his weapon across the map and pick up an M240 or something =/ it's gotten me killed a few times.
You pick up grenades by just walking over them, no need to press the pickup button. ;)


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PostPosted: Wed May 09, 2012 1:40 am 
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Huh, that never seemed to work for me. Do you have to walk over them a specific way or something?

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PostPosted: Wed May 09, 2012 1:41 am 
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Ozy, no. just walk directly over them.

EDIT: if there is lag, you may need to stand over them for a few moments before the game registers that you are indeed on top of the grenade.

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PostPosted: Thu May 10, 2012 11:45 am 
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Quote:
after you join and die, you will always spawn with the same weapon you had in your hands at the time of death.


I can assure you this didn't happen. About half the time I spawned with a different weapon than I was using.

Quote:
Also, did you know you can knife crates to get weapons and stuff?


:o

Quote:
The M24 is a sniper [...] and the Mossberg is a shotgun


These weapons were definitely not in the build I played. All I had was various machine guns and the machine gun that requires you to lie down or use a wall. Is this v0.4 we're talking about...?

Quote:
Not much to say here except that AI is always an area of improvement.


I thought the AI was pretty good so far. It's mostly the 'Approach from side X' idea that bothers me, because you have no control over it, doesn't change over time and can often stretch an otherwise swift skirmish.

Quote:
We have the idea of having jeeps, apcs, and tanks for player/AI driven vehicles.


:D

Quote:
Also, RWR is not a WW2 game... as shown by the choice of weapons.


Completely forgot about the AK, a dead giveaway. But may I ask why the Green team consists of purely American names and the Grey team of German names...? ;)

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PostPosted: Thu May 10, 2012 12:32 pm 
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To note, ComJak and others are just making notions about what has already been changed since 0.4.


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PostPosted: Thu May 10, 2012 1:28 pm 
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ah! my misunderstanding. I did not read the title :D

yes, 0.4 has many issues that you mentioned but the current build has fixed most of them and has added a lot of content

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PostPosted: Thu May 10, 2012 1:31 pm 
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Quote:
ComJak and others are just making notions about what has already been changed since 0.4.


Has the demo been updated to a newer version or do they have access to the full build somehow...?

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