Fate wrote:
In the game itself, I had some fps issues (my laptop is very crappy, which is partly why this game was very appealing to me) but it could quickly be rectified with additional visual options.
I forget which keys exactly but different F1-4 keys will enable or disable certain options. I think one is post-processing but I'm not sure.
Fate wrote:
Expand the line choice to govern the external border lines of buildings/walls as well, because at lower graphics when shadows aren't visible, it is very difficult to distinguish on buildings where the roof ends and fall starts (this applies mostly to buildings that have roofs at multiple heights).
I agree. There are already 'lines' at the base of buildings where the roof obscures the view, but there should be a way to make them more visible (similar to the isoline darkness) since they can be a bit hard to spot. Enemies may also be a bit hard to spot behind objects but maybe that's intentional.
Fate wrote:
Somehow the running and weapon-holding animations were very captivating and real, despite the characters being tiny, mostly featureless (and perhaps even cel-shaded?) humans.
Soldiers and weapons are actually voxels, but the view is so far from them that it's really hard to notice unless you're at the bottom of a hill and there are people at the top of the hill closer to the camera. I think there are outlines post-processed around them to make them 'stand out' more from the background, making them easier to see.
Fate wrote:
I should say that I died, a lot. But every death made me more skillful, I learned to crouch and lay prone in crucial moments where I would otherwise had lost my character's life. The fact that a few bullets is all that is needed to take someone down, makes this game very skill-based, but not unfair. I imagine in 1v1 situations a mexican standoff can easily occur.
Each player has 1 hit point, and depending on the weapon and the distance you're shot from there's a chance that a bullet will do 1 hit point of damage (which is enough to kill someone) otherwise no damage is dealt even on a hit. In the multiplayer matches I've seen, 1v1 tends to lead to people trying to out flank each other constantly or to trick them into the open and such. Relying on squadmates is great, since two players with control of squad mates can try to send their squad mates to flank while they cover fire, or to flank themselves while the squad covers etc. Much more interesting than actual 1v1 situations.
Fate wrote:
What boggles my mind is, that although there is a pseudo-leveling system with points and ranks, I am unsure why can a rank be chosen, it eliminates the purpose.
Some players want to jump right into the action with a full compliment of squaddies, while others want to rise up through the ranks or fight on their own. During gameplay you can use page up and down to determine how large you want your squad, up to a maximum depending on your rank, if you want to go solo with a high rank. Killing higher ranked soldiers as a lower rank also gives you more rank points (does being high ranked and getting killed by low ranked soldiers make you lose more rank points?)
In multiplayer there will be server options to have rank caps or set ranks, eventually.
Fate wrote:
Weapons
More weapons are being added every couple updates, going at the pace development is now at least. I believe Pasik has said he wants two, three, or maybe even more different kinds of weapons per category. For example, the AKM and G36 are both assault rifles but they behave differently. Same with the M240 and PKM, despite both being MMG's.
Fate wrote:
Vehicles
Fixed and rotor wing aircraft have both been suggested, and each time they have been... shot down so to speak

. If they were to be implemented I would suggest making them AI only and have them more as support (for example, instead of calling mortar strikes, perhaps calling a UH-1Y, AH-6, or KA-52 (or any other similar light chopper, though the Kamov might be a bit excessive =p ) for a minigun run (inaccurate but deadly if people stay in the open or aren't prone (harder for pilots and crew to spot) or parachuting in expendable supply crates. being able to stay in a spawn pool or something and then have everybody respawn in a transport chopper or parachute would be neat too, but... again, it might be pushing it =p
On to other people's replies: I don't believe posting a 'diary' should be out of line. There are suggestions to go with the experience which is perfectly reasonable for this part of the forum. Otherwise it might be better for Discussion.
Also... looks like Pasik already replied and covered some of these things, but I already typed it all out. This is what I get for not reading the whole topic before replying. Whatever, I'll keep it all in.
pasik wrote:
An airstrike in the lines of mortar strikes could happen, but I still fail to see why would you use one over the other in a game like RWR.
Mortars could become more of a lasting 'area denial' sort of thing to keep entrenched enemies out of a heavily defensible position. It doesn't have to be one strike all at once, it could have multiple volleys or just occasional rounds. An airstrike could be more of an immediate effect with a larger area (I.E. you select which direction to strike from and it strikes in a line) but would only be that single run. You could even make it harder by making it so players either have to use an infared strobe or a laser designator of some kind to mark the target as the run happens to make it a bit more risky.
Scripted events have been mentioned but I don't know if there was a clear answer. My guess would be: eventually.
I would like to see factions a-la A New Zero. They have generic names (in A New Zero it's birds) and are associated with a color, but not with any specific real-world nation. Currently there soldier names are based off real world world names but that has no bearing on the weapons they use or their uniforms. If it was based on uniforms everybody would look too similar because of modern camouflage =p
I think there was another topic about a rotatable camera and it looks like that's not happening.