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 Post subject: Overall focus of RWR?
PostPosted: Wed Oct 31, 2012 4:44 am 
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Joined: Wed Oct 31, 2012 4:38 am
Posts: 114
Hey, Just bought the beta and Im loving it. Im just wondering what the overall focus of this game is? It seems like an accessible version of battlefield or something like that. I see so many areas this game could excel in, im just not sure which it will choose. I has a sense of realism with the combat, and yet an arcade feel. I could play like ARMA or like an arcade shooter. Im just wondering what the overall intent of this game is. Whatever it is, I like it.


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PostPosted: Wed Oct 31, 2012 7:18 am 
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Joined: Tue Jan 03, 2012 9:58 am
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Location: Western Europe
Hi and welcome Matt :)
You described the game correctly. I define the game myself like you did:

MattFromElkford wrote:
It seems like an accessible version of battlefield or something like that. It has a sense of realism with the combat, and yet an arcade feel


It will at some point come a bit closer to the battlefield franchise with addition of other vehicles, engineer duties, etc but will still remain the semi-reallistic shooter where you can just jump in and start playing with the only goal to frag. We will work on a more precise goal, not just conquering bases until the last one is captured but while having some ideas we are not 100% sure about how to do it yet.


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PostPosted: Fri Nov 02, 2012 10:37 pm 
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Joined: Wed Oct 31, 2012 4:38 am
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That's fantastic.

Are there plans to refine how players spawn? With refence to bases captured? Will players be able to spawn at different bases? Aaaand the last question is, will there be a ticket system like the Battlefield series to keep track of deaths, and add that strategic element?

Sorry for the overload! But thanks for the reply.


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PostPosted: Wed Nov 07, 2012 2:57 pm 
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MattFromElkford wrote:
That's fantastic.

Are there plans to refine how players spawn? With refence to bases captured? Will players be able to spawn at different bases? Aaaand the last question is, will there be a ticket system like the Battlefield series to keep track of deaths, and add that strategic element?

Sorry for the overload! But thanks for the reply.


A spawn point selection feature is coming which allows the players to choose which spawn point they want to spawn at. Now it's just picking the closest usable one to your death spot, and with mobile spawn trucks and online, it's nasty if the spawn point activity status in the map is false information due to sync.

There has been some talk about a ticket (or resource) system, but nothing has been really designed or implemented for it yet.


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