ComJak wrote:
I believe there is still a niche for a burst fire or semi auto rifle that is more accurate at range and works as a DMR or as a more accurate assault rifle (M14, Mk12, L85).
Oh I definetly agree with burst fire ARs.In my underslung weapon thread I suggested burst fire weapons as an accompaniment to the underslung GLs.
Quote:
I want to have the weapons in the game because I mean the game should have some more modern up to date weapons.
Why? I don't really see why it should. It's got iconic weapons at the moment.
In any case, some of the weapons you suggested are obsolete: the G36, already in the game, was a replacement for the G3. As for the AK, swap the 4 with the 7 and you've got the AK-74, the modern version.
I wouldn't mind seeing the G3 in the game as one of the 2 guns that would fulfill Comjak's suggestion. (The other would, I hope, be the AN-94. That would keep with the AK and HK theme)
IronStrIkEr wrote:
And when there's such a great game like RWR it should offer many different weapons to be perfect.
Why?
Lots of other games offer a wide weapon variety. You can go play one of those. How does a large variety = perfection?
I play ARMA 2. That game has a wide variety indeed and I like it for that. The game isn't exactly balanced, but it's a simulator, so I don't expect it to be.
IronStrIkEr wrote:
So you don't need to look for a different game after time when you are in the mood for a bigger weapon variety. Also I got additional "roles" for the weapons because the most of them don't got the same or similar handling
Players don't deal with the handling, this isn't an FPS game.
IronStrIkEr wrote:
The PP90/bizon or the P90 are close combat smgs with a exceptionally high mag capacity. And the F2000 is a high range assault rifle that is accurate even at a very high distance but the bullets have a quick energy loss so it's a bit weaker but very fast to reload.
What you've said about these weapons is true. However, there is already an SMG (I assume another one coming) and two fully automatic ARs in the game in the game and . Why do we need additional things that fill the same role?
What you are describing isn't different roles, it's differences in how the weapons handle IRL. This game is not IRL.
RWR, from what I can see, follows the philosophy that less is more. Part of the appeal of the game (at least to me) is its elegant simplicity.
Adding more weapons that fill the same role just makes the game harder to balance, because some weapons are better than others. Real life isn't balanced. Therefore if you try to put in lots of weapons that fill the same role, the game has to choose between realism and balance. RWR doesn't need lots of weapons to be perfect. It just needs balanced weapons.
The only way I could see a wide weapon variety being balanced is by something like my
Tactical Mode suggestion, where better weapons cost more points and are therefore a compromise to take. However, that would make Tactical mode even harder to implement because determining the points cost of each weapon would be a nightmare and in the end make the mode less competitive, defeating the purpose of that mode.
Let's look at one of your suggestions: the P90
As you said, it's a high capacity, CQC SMG. When compared to the MP7/9, it is superior in pretty much every way. If you put it in the game with realistic characteristics, it will definitely not be balanced. If you try to make it balanced, it won't really be a P90 anymore, it will just look like one without playing like one. That's poor design.
To give Battlefield 3 as an example:
The F2000. At release, it was the best assault rifle in the game, because it was fairly close to realism. It had a high rate of fire, was fairly accurate (though not as accurate as it should have been) and had good handling characteristics. This made it pretty much the best gun in the game. Everyone used it. If this was a simulator, that's what I'd expect. Of course the FN F2000 would be better than any M4/M16-based weapon. It is a better, more modern design.
However, DICE, the developers of BF3, saw that the most popular assault rifle was F2000 by far, so they nerfed it horribly. It became a close quarters bullet hose with the worst accuracy of any assault rifle in the game. At that point. the gun is an F2000 in name and looks only. The same is true of many other weapons in that game, the AEK-971 suffers the same fate as the F2000.
This is an indie game, not a AAA title. The resources & manpower for balancing a large number of weapons are just not there. As I said in my previous post, even AAA games like BF3 are grossly unbalanced. How can you expect an indie title to have more balance than a AAA game while trying to achieve the same scope?
Trying to develop a scope outside your resources is poor design. I don't want to play a poorly designed game, there are enough of them out there.
Additionally, you're forgetting one last thing:
Eventually, players will discover which weapon is the best and almost everyone will use it.
Just look again, at Modern FPS games: Almost everyone uses whatever gun is the best with the latest patch. When I played last it was the M16A3. Everyone used it, except those people which used something like the G3A3 due to it's radical difference from other assault rifles in that game.
This is why I think that 2 weapons per weapon class is all that is necessary.
It's all people end up using.That all said, I do think your idea of custom weapon skins is nice. It lets players customize their experience without affecting gameplay. If you do want it to affect gameplay, mod the game. I wouldn't mind seeing it as a mod, but not part of the base game.
ComJak wrote:
A Team 1 player will see himself and his allies as green soldiers (or whatever) and Team 2 players as grey soldiers.
The weapons that Team 1 uses will be the western weapons such as the g36, m16, blah blah blah while the Team 2 soldiers look like theyre using AK's and things like that.
While the stats are different for an AK and a G36, you can go pick up an AK and if will have different specs.
I realize this explanation is very complicated and not very well written so:
Your team is ALWAYS green while the opposing team is ALWAYS grey. Your weapons are ALWAYS the western weapons and the enemy's weapons are ALWAYS eastern weapons. You can pick up eastern weapons but stealing them from the enemy which will let you gain the "powers" of the new weapon.
I see what you're saying there: You want faction specific weapons to be restricted to the faction.
While it's nice in theory and I would like to see it done well, it is hard to balance.
I've played games that have done it; not a single one was balanced.