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 Post subject: My biggest suggestion
PostPosted: Fri Jan 18, 2013 11:30 pm 
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Posts: 50
I would be delighted if everyone who take a trouble to read whole topic, write their opinions, even if they have nothing to add or argue.

So what we discuss here? - Shop, where you can buy weapon that you want. It should look like a tent or trailer with appropriate symbolic on it.
- Come to shop and press the same key, that used to [jump / enter the vehicle] to access it.
- No money counter or something you pay for weapons. You just take it.
- AI don't need to access shop, it still spawns with random weapons.
- Assortment chosen randomly and changes in a certain time. If you make a purchase you unable to perform another purchase again for long time. You can see 2 timers in a shop. 1 - time left to assortment swap. 2 - time left to let you make purchase again.
- All weapons must be different. Getting more score (kills minus deaths in your stat) causes to add one more weapon to assortment, that appears only for those who get same score or better. All players have similar assortment, but only player with highest score can see and buy any weapon.

Example:
Current assortment is:
1. AK47
2. M24
3. Mossberg
4. G36
5. PKM
(...)
Player, that has lowest stat, able to see and buy #1 in list - AK47. Higher stat grant access to #1, #2 in list - AK47, M24. And more higher stat allows to get AK47, M24, Mossberg, G36 (...). When assortment swaps - weapons in this list change it's positions (numbers).


Should be 2 shops in different parts of the map, but the map author can decide their quantity and how to place the shops on it. Only fraction that owns the territory in which the shop have access to it.

Here is list of unique items for shop that I really like to see in a game:

1) Improved suit. You can't find it anywhere else, only in a shop. It can have more than one type and you have access to all of it with X score or better (means you have all or nothing). After buying a suit you can not buy another one for a very long time. Access to shopping restoring as usual, but the suits will appear in his own time, and his special timer is not visible to the player.

- flak jacket - Wearing flak jacket protects you from one mortal shot. It means you don't die when you must, but item breaks as soon as it blocks mortal bullet. This most effective for far distance skirmish, where kill probablity fades to low.

- scout outfit - Increases your movement speed, but disallows you to carry secondary weapon (now only M72 LAW) and fewer one grenade. You'll lose it on next death.

- heavy armor - Slightly decreases kill probablity on each bullet that hits you. Decreases movement speed a bit. You'll lose it on next death. Maybe that thing useless, but adds some fun for players. We'll see.

- camouflage - You become invisible for others if you don't move or attack when you out of specified sight range.


Last edited by Supchik on Sat Jan 19, 2013 1:43 am, edited 10 times in total.

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PostPosted: Fri Jan 18, 2013 11:59 pm 
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Joined: Mon Jun 27, 2011 6:41 pm
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Considering it's relatively easy to grab just about any gun off a body currently, I think it would be more appropriate for certain bases to have an 'armory' where you can swap your weapon out after you've spawned while there's no dead bodies lying around.

Having something similar on respawn trucks could be nice too. No grenade refills for them though.

If you're talking about a place that switches its stock out periodically, and you're supposed to get a higher rank/score to have a better chance of finding the gun you want... see my point above. Just too simple to get to a fight and grab the gun you want, an armory would just make it easier to do it if you want to switch tactics after spawning.

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PostPosted: Sat Jan 19, 2013 12:21 am 
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OzyThesage wrote:
Considering it's relatively easy to grab just about any gun off a body currently, I think it would be more appropriate for certain bases to have an 'armory' where you can swap your weapon out after you've spawned while there's no dead bodies lying around.

Having something similar on respawn trucks could be nice too. No grenade refills for them though.

If you're talking about a place that switches its stock out periodically, and you're supposed to get a higher rank/score to have a better chance of finding the gun you want... see my point above. Just too simple to get to a fight and grab the gun you want, an armory would just make it easier to do it if you want to switch tactics after spawning.

I know it's easy to grab weapons on battle field, where lying a lot of bodies, but this shop doesn't give you same weapons, so if you earn big score - you can benefit from it. At least, you don't need to spend something for this. And some day in this game will appear a lot of weapons with different commonness value (like in my mod c: ), so... Anyway, good reply, OzyThesage. I just realized again how much weapons in the original game. :D


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PostPosted: Sat Jan 19, 2013 5:36 am 
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Location: finland
if talking about armory. yes it fits well.

about the improved suit. what improvements it has?

if flak jacket protects from one mortal round, it doesnt make any sense because mortar is powerful weapon. maybe flak jacket could protect from one grenade.

scout outfit, its more like a class, not a outfit

yes a heavier armor is a good + with protection and - from movement, realistic idea.

camoflage, i think it should not be fully invisible. maybe just a little mark at the ground which they either see or do not see (hide to the pushes if you want to hide). that could be like a chillie armor,

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PostPosted: Sat Jan 19, 2013 7:34 am 
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Location: Western Europe
Hey, we talked internally about such things already for the campaign (invasion) mode (SP or MP coop). I won't go into too deep details as it's not 100% clear what we will do but your ideas are pretty close to it.

1. There will be a weapon rack, maybe one in every base, not sure yet.
2. There will be stuff like kevlar vests, medi kits to heal wounded teammates (If you are hit you can still crawl into cover and wait/call for a heal). You can still die (explosion or no heal after a specific waiting time) and 1-hit death will still remain (not with armor though).
3. The game mode will have a bit of RPG-elements with a few rare weapons (if you die you lose your weapon, bots can drop such weapons that can be picked up).
4. There might be a stash to keep such weapons for the next map or later situations.
5. Dying might be more penalized as normal mode.

The "invasion"-mode can be either player in singleplayer or in multiplayer but coop only! We are not sure if such things should be applied for the normal mode as well as we don't want rare stuff, kevlar vests, etc to be applied against other players. In coop it doesn't matter much as you try to make your way through the maps with other humans.
In the actual game mode no-one should have an advantage over an other player apart from the rank.


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PostPosted: Sat Jan 19, 2013 10:46 am 
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JackMayol wrote:
The "invasion"-mode can be either player in singleplayer or in multiplayer but coop only! We are not sure if such things should be applied for the normal mode as well as we don't want rare stuff, kevlar vests, etc to be applied against other players. In coop it doesn't matter much as you try to make your way through the maps with other humans.
In the actual game mode no-one should have an advantage over an other player apart from the rank.

Maybe it can be optional when you creating new game, so you still can play without these special stuff.

Rest of your reply is interesting to read and my suggestion can fit with those plans, cause I offer kinda different stuff. Hope you like it.


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PostPosted: Sat Jan 19, 2013 10:54 am 
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joneau wrote:
if flak jacket protects from one mortal round, it doesnt make any sense because mortar is powerful weapon. maybe flak jacket could protect from one grenade.

No, there is no mortar. It means you don't die when you get hit by bullet that must kill you. Only once. Bullets that can't kill you don't break jacket. So it's on weapons, not mortar or grenade. It is useless for close combat, even with MP5 enemy can easily kill you and laugh at your armor, but at far distance you get bullet lesser even if there enemy with machine gun. So it is really harder to kill you. And one more thing - even sniper can't kill you for one shot. He must shoot 2 times. There is jacket sense. :)


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PostPosted: Sat Jan 19, 2013 12:09 pm 
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Location: finland
Supchik wrote:
joneau wrote:
if flak jacket protects from one mortal round, it doesnt make any sense because mortar is powerful weapon. maybe flak jacket could protect from one grenade.

No, there is no mortar. It means you don't die when you get hit by bullet that must kill you. Only once. Bullets that can't kill you don't break jacket. So it's on weapons, not mortar or grenade. It is useless for close combat, even with MP5 enemy can easily kill you and laugh at your armor, but at far distance you get bullet lesser even if there enemy with machine gun. So it is really harder to kill you. And one more thing - even sniper can't kill you for one shot. He must shoot 2 times. There is jacket sense. :)

ehm sniper can shoot a headshot :Db (and he talked at the flak jacket suggestion more from mortar than bullet)

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PostPosted: Sat Jan 19, 2013 1:08 pm 
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joneau wrote:
and he talked at the flak jacket suggestion more from mortar than bullet

I don't understand what are you talking about. o_o


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PostPosted: Sat Jan 19, 2013 4:44 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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The idea about the kevlar vest wouldn't make you just able to take more lethal hits and continue fighting, instead the vest would make it possible for you to become wounded on otherwise a lethal hit.

The main reason for the vest to become available in the game is to bring sense to having rare items available.

The current system of dropping your weapon when getting killed + spawning again with that same weapon would make rare weapons work against their idea, as you just end up creating more of these rare weapons each time you die. The weapon doesn't stay rare very long that way.

Making you not drop your rare weapon doesn't sound good either, why would these weapons be an exception of regular weapons? Also, getting to loot stuff from others players should spice things up a bit.

We have this laid out so that, in this mode, you'd drop all your physical items when you get killed, your weapons, nades, kits, any other items you may have. When you spawn again, you'll be given a random weapon from a regular weapon set and some amount of nades, bazookas, similar to how it is now. The fact that you find a rare item which you want to keep using forces you to try not getting (completely) killed, and this is where the vest comes into play.

As we like the "roughly one"-hit kill system so much, having a vest would make you wounded instead of killed when you take that lethal hit. Being wounded means that you don't lose all your stuff, but you can't fight either, not very well at least. Someone needs to get there to revive you (-- another player might not do that unless reviving is properly rewarded; the player might want your stuff instead :P). Getting killed by friendly grenades + dropping items may need some adjusting, otherwise players might want to kill each other even on the same side to steal items.

Once your vest becomes discarded for taking too many hits, you better find another one soon or stash your rare weapon if you want to keep having it around through battles.

Of course, having rare items for map matches that take usually max an hour wouldn't make much sense, so the player profiles along their items need to be saved on the server so that you can continue with your stuff and unit.


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