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RUNNING WITH RIFLES Multiplayer

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PostPosted: Sat Jan 19, 2013 5:47 pm 
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There should be penalties for teamkilling, of course.

I do like the idea of giving people first aid. Incidentally, whenever a game makes it available I tend to play the medic class or doctor =p
There should be rewards (score?) awarded for helping teammates. Maybe rare weapons could come about through the scoring system, like if a player does exceptionally well they are rewarded a rare weapon at the end of a mission? Or it's made available through the weapon rack you mentioned. Of course it would only be a one-time reward, so if you take it off the rack it's gone until you put it back or you lose it. Naturally you'd have a chance to get the gun again from looting or from scoring well again, but with everybody competing to get the best score it wouldn't be easy. Consider it co-opetition I suppose. Everybody is trying to score well to get the rare items, and in doing so they are doing the objectives and helping teammates.

Don't think there's much stopping people from waiting for a wounded friendly to bleed out and then grab his weapon once he dies instead of helping him... trying to get score from healing them becomes moot if the weapon you would otherwise be awarded at the end of the mission can be acquired right then and there...

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PostPosted: Sat Jan 19, 2013 7:45 pm 
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Absolutely, reviving others would not happen much by players unless it was given a significant reward for, except for the bots who can be just made to do that.

The rare weapons as rewards for doing well is definitely one option. What I'm thinking with getting them off enemies by looting is the thing that it would bring some more "high value" targets to the field, and the bots using those rare (=better) weapons should be performing generally better than other bots. When you hear that new unknown firing sound nearby, you know there's something nearby you may want to hunt down and challenge to pick that sweet price he's carrying, maybe. Perhaps both ways could be utilized.

Your idea about weapon rack being "the stash" is a good alternative too. My background thinking about the stash was that it would be a designated place in the map, probably somewhere in the outskirts so that you wouldn't get there too fast or spawn there, possible every player's stash would be in different place.

I didn't reach the end with the stash design yet, it proposes certain issues if e.g. your stash ends up behind the enemy lines (and in a case when you're attacking a fully occupied map that's true for everyone). The idea about placing it farther away came from making the player visit places they wouldn't otherwise have any business at, and make you make the choice of leaving the heat of the battle to get to your stash or whether you should risk and postpone your stash visit until you've pushed through the next objective / capture / looting opportunity. It of course shouldn't happen too often, the idea is not to force the player off the battle. Using weapon racks for this would actually kill two birds with one stone, but lose certain qualities.

I can see a lot of potential balancing issues with all this, rarity of items, scoring, stash distance, greedy friendlies, too easy/accurate AI, badly behaving friendlies, but I do think it can be pulled off.


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PostPosted: Sat Jan 19, 2013 8:53 pm 
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I figured that weapon racks would be placed at capture points/bases, maybe even respawn trucks. All the weapon racks would be the same, but you can't use a weapon rack inside a base owned by the enemy. If personal special weapons are stored in a rack, then you would be able to get that weapon from any available rack, instead of having to go all the way back to that one rack you put your gear at, then all the way back. So, all players would use the same racks, but the can't use enemy controlled ones, and only people who have stored a special weapon in a rack can retrieve it, so you can't just take somebody else's guns.

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PostPosted: Tue Jan 22, 2013 9:35 pm 
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replying to what jack said about being wounded i thought of a way to make a reward for the other team if one of the soldiers were to get to the wounded and the wounded mans friends left him this would be were if the enemy gets to him you can make him a prisoner of war and send him to your base and you will get maybe a rare weapon for your service or maybe something else like a Kevlar or a extra squad member you can let him just head there or watch him in case of any nasty surprises you get the reward once you head to the rack so it is kinda a race to get to the wounded also on another idea can you drag or carry him to cover so your a bit safer for healing him (it be funny if you have a grey guy pull on one side and a green other and the wounded would rip in half :lol: )


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PostPosted: Wed Jan 23, 2013 4:05 am 
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I think it was mentioned the wounding mechanic and kevlar armor would be for co-op play, so all the enemies would be bots.

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