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PostPosted: Mon Oct 29, 2012 12:55 am 
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Hello fellow RWR players, I have absolutely loved this game since the beginning and i simply cannot wait to see what will be added next, i realize that the devs are probably working hard on future updates but i feel that I've got some cool ideas to contribute. So, without further ado, i present 'The List.' (WARNING Long post is long)

1. You know the cars that are scattered around maps that look fully functional, but are apparently solid as rocks? What if they functioned like a jeep in the fact that explosions effect them, such as making them move or explode?

2. Side arms, now the bazooka is a great side-arm but what if it could be exchanged for an uzi or a m9? maybe if you had one of those as a side-arm it would make switching to it quicker and would be an alternate solution to reloading.

3. The sniper, when you have a sniper in real warfare they usually get an advantage on the enemy, such as longer range and scouting Intel. I feel that this is somewhat lost in RWR because snipers get the exact same vision and shot distance as rifleman (granted that they are more accurate), BUT what if when you equipped a sniper you gained extra vision if you pressed a button or something. that way snipers could be a valuable asset to the team by not only pinning down enemies from a real distance, but also providing scouting info.

4. Movement + looking, although this game is very realistic, like every game it has its drawbacks. One i think might actually be fixable. When you are running around you can instantly turn and shoot, which is kind of annoying in multiplayer BUT an easy way to fix this could be that your guy faces wherever you look. Meaning that if you look down and run up he would run backwards and therefor move slower. This would mean that you would have to look to cover if you wanted to run as fast as possible to it. Giving RWR a little more of a realistic feel to combat.

5. The Back-side of buildings, I like the fact that RWR isn't completely top down, but that being said it does have its drawbacks. One of the bigger ones would be when there is a corner covered by a building and it is very hard to tell where it ends. Maybe a small option to enable outlines for behind buildings? It would make fighting, as well as finding the bases of ladders, much easier.

6. The TRUCK, while it looks incredibly bad-ass it certainly does not live up to its potential. One well placed grenade can instantly wipe out a team entirely. What if they looked more like this? Image

7. The APC, i realize that bot AI will eventually come to RWR that lets bots fire and drive vehicles, but why not let players drive and shoot the APC until that day comes? You could even add a smaller machine gun to the front of the APC so that a gunner would still have to get in if you wanted 360* shooting.

8. Vehicles in general, while i know that it could be hard to implement, having vehicles be able to run over fences and some walls, and maybe even trees if they have enough speed, seems like it would make for a more enjoyable experience. It sucks to be going 100 in a jeep and touch a fence and go flying.

9. Sorry this had to be stated but, The TANK. I really hope this makes it into RWR, its great maneuverability as well as its destructive nature seem to be the one vehicle that RWR is lacking. Just a thought but if it could climb up, or just mow over, certain things such as the trench walls it would be fabulous for any situation. It could also be the one vehicle that withstands more than 1 grenade.

10. MAPS, so far i have loved every single map that has been released on RWR, they work well with the 300+ soldiers on a map, but i do feel that RWR could benefit from some smaller 50+ maps, and a few others, so here's an idea or two. What if one map was SPECIFICALLY designed for PVP, maybe even make a bot limit for 20 bots. It could be in a single building and could consist of long hallways, open rooms, and tight corners. That seems like a fun idea to me, it could even be modeled like the mansion from one of the maps in-game. Another map that i would like to see (although it is a stretch) is a vehicle oriented map. It could be a BIG map with highways that cross all major points and it could take forever to walk to them. This map could have significantly more vehicles and would be great once more vehicles get allotted guns to shoot with (cough)tank(cough). This would also bring a bit more strategy as it could be a desert map in which you vehicles are you cover most of the time.

11. Map EDITOR, sorry, i know that this would be incredibly difficult to make, but you would get sooo many more maps and map potential if people didn't have to know how to use inkscape.

12. And last, but not least, GUNS. While the 11 in-game are certainly fun to use, i feel that a few guns should be in-game that just seem to fit. As i have mentioned before the side-arms would have great value but a good addition would be a semi auto rifle. While the sniper is good i feel that a rifle with less accuracy and a bit more firing speed would be GREATLY beneficial for RWR in general. I would also love to see a burst fire rifle make it in-game, such as an M16. Also as a last 'weapon' mines would be a great addition for stopping roads and other entrances, and maybe make vehicles more resistant to grenades so that these would have a viable use?



Sorry for the long post, but i just wanted to get my option out there for the eventual patches to come. I hope that this at least helped bring a few ideas to mind, even if they weren't my own.
Best of luck soldiers,
-Z


ALSO: i think this is in the right section, BUT if not please have an admin move it to where it should be.


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PostPosted: Mon Oct 29, 2012 7:21 am 
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Hi Zerg and welcome to the forum! Great suggestions there, a lot of them are in my to-do list in one way or another.

Zerg wrote:
Hello fellow RWR players, I have absolutely loved this game since the beginning and i simply cannot wait to see what will be added next, i realize that the devs are probably working hard on future updates but i feel that I've got some cool ideas to contribute. So, without further ado, i present 'The List.' (WARNING Long post is long)

1. You know the cars that are scattered around maps that look fully functional, but are apparently solid as rocks? What if they functioned like a jeep in the fact that explosions effect them, such as making them move or explode?


This has been on my mind lately too, it's something I've intended to experiment if it has a noticeable performance impact on the game or not.

Zerg wrote:
2. Side arms, now the bazooka is a great side-arm but what if it could be exchanged for an uzi or a m9? maybe if you had one of those as a side-arm it would make switching to it quicker and would be an alternate solution to reloading.


Side arms are coming. If the secondary weapon and character animation support would be more complete, I'm sure we would've seen a few side arm mods already. I'm hoping to add the necessary hooks in for 0.74 or 0.75.

Zerg wrote:
3. The sniper, when you have a sniper in real warfare they usually get an advantage on the enemy, such as longer range and scouting Intel. I feel that this is somewhat lost in RWR because snipers get the exact same vision and shot distance as rifleman (granted that they are more accurate), BUT what if when you equipped a sniper you gained extra vision if you pressed a button or something. that way snipers could be a valuable asset to the team by not only pinning down enemies from a real distance, but also providing scouting info.


Carrying a sniper, you get 160% extended sight vision. You need to be still for it to become effective. Once you do, look out for people circling around to your back and stab you as you can't see yourself on the screen anymore, done this a few times in online :P

Zerg wrote:
4. Movement + looking, although this game is very realistic, like every game it has its drawbacks. One i think might actually be fixable. When you are running around you can instantly turn and shoot, which is kind of annoying in multiplayer BUT an easy way to fix this could be that your guy faces wherever you look. Meaning that if you look down and run up he would run backwards and therefor move slower. This would mean that you would have to look to cover if you wanted to run as fast as possible to it. Giving RWR a little more of a realistic feel to combat.


That could very well be. That though would increase network traffic to some extent, as all the clients would have to report the server about their aiming direction all the time. The bottleneck is hardly on that end of the online gaming, so it might be worth the try.

Zerg wrote:
5. The Back-side of buildings, I like the fact that RWR isn't completely top down, but that being said it does have its drawbacks. One of the bigger ones would be when there is a corner covered by a building and it is very hard to tell where it ends. Maybe a small option to enable outlines for behind buildings? It would make fighting, as well as finding the bases of ladders, much easier.


There are outlines behind the buildings, but they are subtle. I intend to add an option to control the color intensity. Ladders do need another way of visualization when behind buildings, the same goes for vehicles.

Zerg wrote:
6. The TRUCK, while it looks incredibly bad-ass it certainly does not live up to its potential. One well placed grenade can instantly wipe out a team entirely. What if they looked more like this? Image


The truck will take several hits and provide proper cover for the team in the following versions, likewise the APC. The hit point tracking for vehicles is simply unimplemented at this point.

Zerg wrote:
7. The APC, i realize that bot AI will eventually come to RWR that lets bots fire and drive vehicles, but why not let players drive and shoot the APC until that day comes? You could even add a smaller machine gun to the front of the APC so that a gunner would still have to get in if you wanted 360* shooting.


0.74, coming out this week, has an independent gunner behavior for an AI who takes the "right front seat". Later it will be extended by allowing a squad leader to designate a position around which the gunner AI looks for enemies.

Zerg wrote:
8. Vehicles in general, while i know that it could be hard to implement, having vehicles be able to run over fences and some walls, and maybe even trees if they have enough speed, seems like it would make for a more enjoyable experience. It sucks to be going 100 in a jeep and touch a fence and go flying.


Fence and wall destruction is on the list.

Zerg wrote:
9. Sorry this had to be stated but, The TANK. I really hope this makes it into RWR, its great maneuverability as well as its destructive nature seem to be the one vehicle that RWR is lacking. Just a thought but if it could climb up, or just mow over, certain things such as the trench walls it would be fabulous for any situation. It could also be the one vehicle that withstands more than 1 grenade.


The tank is currently one of those things a lot of people think will be way overpowered in scale of RWR if it's added. Once the vehicle configs are exposed for modders, hopefully in 0.75, I'm sure someone will make something resembling a tank before it might be experimented with in the official builds.

Zerg wrote:
10. MAPS, so far i have loved every single map that has been released on RWR, they work well with the 300+ soldiers on a map, but i do feel that RWR could benefit from some smaller 50+ maps, and a few others, so here's an idea or two. What if one map was SPECIFICALLY designed for PVP, maybe even make a bot limit for 20 bots. It could be in a single building and could consist of long hallways, open rooms, and tight corners. That seems like a fun idea to me, it could even be modeled like the mansion from one of the maps in-game. Another map that i would like to see (although it is a stretch) is a vehicle oriented map. It could be a BIG map with highways that cross all major points and it could take forever to walk to them. This map could have significantly more vehicles and would be great once more vehicles get allotted guns to shoot with (cough)tank(cough). This would also bring a bit more strategy as it could be a desert map in which you vehicles are you cover most of the time.


Insular complex by Tuttu is designed for PvP, it was the winner of the PvP map making contest some time ago. It also uses walls and buildings in certain way that the AI can't handle very well, hence I wouldn't recommend playing it with AI. It's too bad that we didn't realize to require linear formation for bases in the contest, as truth to be told, Insular complex is a bit of a mess with what base to attack next and which one to defend. Map4-like linear formation would've made it a lot simpler.

I think the more current problem with making PvP maps is that there doesn't seem to be a huge interest in playing PvP, at least right now. Having said that, I'm with you on trying a few very small maps.

Zerg wrote:
11. Map EDITOR, sorry, i know that this would be incredibly difficult to make, but you would get sooo many more maps and map potential if people didn't have to know how to use inkscape.


You're right that it would be a difficult and time consuming task. Inkscape has a ton of great features that are used in the current map editing process, all sorts of noise and blur filters, all the path editing and boolean operations.. re-making them all would seem like reinventing the wheel, and the map editor might then become as difficult to use. Not that Inkscape even is a very difficult tool to use :) But yea, I totally understand the grudge, I personally can't use e.g. blender at all even if I've really tried several times.

If the map editor should be a dumbed down, not that flexible application where you just use pre-made templates for the buildings, trenches and walls, and the moment you wanted to do something the templates don't support, you'd need to use inkscape instead, that might work. While that makes it a bit easier to use and implement, it's still a huge task.

Making a random map generator might be time better spent..

Zerg wrote:
12. And last, but not least, GUNS. While the 11 in-game are certainly fun to use, i feel that a few guns should be in-game that just seem to fit. As i have mentioned before the side-arms would have great value but a good addition would be a semi auto rifle. While the sniper is good i feel that a rifle with less accuracy and a bit more firing speed would be GREATLY beneficial for RWR in general. I would also love to see a burst fire rifle make it in-game, such as an M16. Also as a last 'weapon' mines would be a great addition for stopping roads and other entrances, and maybe make vehicles more resistant to grenades so that these would have a viable use?


Try some of the weapon mods, e.g. viewtopic.php?f=7&t=636.

When the engineer truck / role comes in, I'm sure we'll see mines as well.


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PostPosted: Wed Oct 31, 2012 5:34 am 
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Thanks for responding, cant wait to see future updates! Seems like you have all of your bases covered. Hopefully, in time RWR will gain a little more popularity and maybe drive more PvP curiosity. Until that day comes tho, 600 bots on complex will do just fine practice for me :)


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PostPosted: Wed Oct 31, 2012 7:19 am 
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Zerg wrote:
Until that day comes tho, 600 bots on complex will do just fine practice for me :)


haha you are crazy :D
Even 100 bots are way too many on this small map :D


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PostPosted: Wed Oct 31, 2012 7:35 am 
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Someone, who has been playing with 600 soldiers in the previous versions, could try 0.74 and let me know if it makes a bigger difference. The soldiers are ordered to spread out more now with abundance of soldiers, I had the feeling they did when I briefly tried it, but then again, I hardly ever played with 600 soldiers before as they tend to crowd so much making it just a huge slaughterfest :D

I'm a bit worried that the crowdedness might not be fixed yet totally, as the AI soldiers are drawn to nearby gunfights and they don't make much notion of how many soldiers there are already near the gunfight, as in, do they really need to go there. I'm sure I'll get to implement that one day too.

EDIT: Ah, just realized you were talking about Complex :D Haha.. that's not compatible with AI too much, the AI doesn't know how to deal with those wall-building -intersections :P


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PostPosted: Wed Oct 31, 2012 8:25 pm 
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JackMayol wrote:
Zerg wrote:
Until that day comes tho, 600 bots on complex will do just fine practice for me :)


haha you are crazy :D
Even 100 bots are way too many on this small map :D



Exactly! XD, i live for the challenge.

pasik wrote:
EDIT: Ah, just realized you were talking about Complex :D Haha.. that's not compatible with AI too much, the AI doesn't know how to deal with those wall-building -intersections :P


Lol you're telling me, they usually end up all dying to one volley of grenades and then the base gets taken over. Just craziness, but good practice because you have to watch literally EVERY angle.
but honestly, the AI seems to be doing fairly well for me. The only problems i seem to have is when i command the AI to go somewhere and they just stand randomly and don't find cover. Any tips?


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PostPosted: Wed Nov 21, 2012 5:09 am 
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Pasik, don't forget that Sidearms are currently possible (besides lack of animation) - I did make one awhile back.

For some reason the AI weren't shooting at me (strange, bug - but I haven't seen it since the day I recorded the video, and this was with an old version)
http://www.youtube.com/watch?v=iulXL5I1p8s

And if anyone asks, I was modding the WW1 mod for personal use, I felt a sidearm was necessary after making the bolt-times on the rifles longer. ;)

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PostPosted: Wed Nov 21, 2012 5:47 am 
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Zerg wrote:
but honestly, the AI seems to be doing fairly well for me. The only problems i seem to have is when i command the AI to go somewhere and they just stand randomly and don't find cover. Any tips?


Yes actually, if you crouch, your squad does. And so on for prone and stand, it's manual yes but I just use my squad fro cannon fodder so I can get the kills... :)

EDIT: Also, if you want to be a ninja with a squad or something.. Use the mp5 SD, it makes them not shoot unless you do, so the chances that an enemy will see you (AT NIGHT, and ONLY if you are CROUCHED) will be much more slim. Hope this helped! :D


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PostPosted: Fri Nov 23, 2012 11:35 am 
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bwc153 wrote:
Pasik, don't forget that Sidearms are currently possible (besides lack of animation) - I did make one awhile back.

For some reason the AI weren't shooting at me (strange, bug - but I haven't seen it since the day I recorded the video, and this was with an old version)
http://www.youtube.com/watch?v=iulXL5I1p8s

And if anyone asks, I was modding the WW1 mod for personal use, I felt a sidearm was necessary after making the bolt-times on the rifles longer. ;)


Actually, adding custom weapon specific animations is now possible, at least to some extent. Animation speed and looping can be defined in the animation-xml file, and certain fields in weapon specification can be pointed to animations. I made a quick try for it myself, a single hand pistol is otherwise doable except for the non-shooting running animation, I think.


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PostPosted: Sun Dec 16, 2012 12:03 am 
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If I may add my one request....

If I am using the prone toggle key. I would like the crouch key to move me from prone to crouch and to turn off prone.


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