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RUNNING WITH RIFLES Multiplayer

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PostPosted: Tue Feb 05, 2013 6:45 pm 
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These are just some quick ideas I came up with while i was playing 0.79.

Sidearms - These would be stuff like pistols, revolvers, binoculars, range finders etc

Buildables - such and turrets to defend positions, Field Clinic that would generate medics that can heal wounded solders, barracks that would generate Solders etc

Classes - so that you can pick a type of unit to play as engineer, sniper, saboteur, storm trooper (shotgun), riflemen, spies etc

Progression system - So with your classes the more you played with them (kills) they would unlock abilities/buffs/features that would either be persistent on your account or just during the battle.

Abilities - such as if you are a sniper (or have a sniper rifle) you would be able to for example wear a gillie suit or cover your self in leafs (if you are in grass) and for heavy MGs you would be able to setup your gun so you would fire more accurately, or a saboteur could set explosive charges the ideas are endless =P

Metagame - for SP maybe multiplayer so that you take over areas that generate more resources then you use resources to buy X amount of units/vehicles/intel/buffs for the next battle.

3rd person - So that you can go into a sort of 3rd person mode (toggle) for better accuracy and movement . Like it is in the Men of War games

Customization squads - So you can outfit your squad with different weapons, or tell certain squad members to pickup weapons.

Thats it for now, hope some of these ideas are worth it.


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PostPosted: Tue Feb 05, 2013 7:08 pm 
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Location: Belgrade, Serbia
Seems a bit like something you would find in an MMOFPS. However I think pasik has said that there will be engineers which would be able make defensive structures.


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PostPosted: Tue Feb 05, 2013 8:06 pm 
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We are very close to actually start working on the "online coop campaign / invasion" mode, which will at least partially touch the topics of sidearms, progression and abilities.

A metagame where you yourself are in control of things is a bit troublesome in perspective of RWR, where half the point is that you're not the one pulling the strings. The metagame in the online coop campaign mode, at least to start with, will be simply a linear set of maps that need to be completed - losing a battle will make the battle restart with possibly different initial setting; going through the whole campaign will reshuffle the maps, enemies, whatnot. I'm fairly confident we'll see some variations on maps here, e.g. some of them will be set up as attack/defend maps, regular map battles likely start with player faction only controlling one base and working up from there.

Availability of some resources would be possible to control per map, but not quite sure if it makes sense in the mode I'm mainly talking about here. If a player had been saving up his mortar strike calls over several maps and suddenly he'd find himself in a map that is, let's say, out of reach of the mortars, that wouldn't be very nice, unless he somehow knew about it beforehand.

I still don't think classes will happen in RWR so that you pick a certain type of unit, but it's the items you carry and how you use them what makes your "class" or role. Appearance could be made something to choose or maybe it changes depending on your primary weapon -- with this thinking the engineer tool would consume the slot for primary weapon.

Squad customization would be important in some cases, but how to make setting it up not a burden? I'm having nightmares of a complex menu system where you manage your squad, yuck. You spend 10 minutes doing it only to watch two enemy jeeps drive by and shoot them all dead after you're done with tweaking the squad settings :)

Maybe scrolling up/down with mouse over a squad member to switch his preferred gear set to something predefined, and they would independently try to gather the items to fill the gaps? Your "first man" would have certain stuff, your "second man" would have something else maybe, and when the first man dies, and the second man becomes the first man, does he swap his gear with the dead man's stuff in order to respect the priorities? The gear choices would probably not be personal to the squad members (as they die, and don't come back as same) but rather mapped to indexes for the squad members. This idea doesn't feel right anyway, just brainstormed it.

To some extent, squad gear sets could be automatically chosen as something that makes sense from the context. E.g. if you've got a suppressed weapon and other stealth gear, it doesn't make sense that your squad has weapons that make the most noise and flashes with brightest lights.

3rd person view mode most likely won't happen, unless there's a way to do 3rd person with a far away camera. Here's the reason why (it doesn't look quite the same like that, does it? :))
http://www.modulaatio.com/runningwithri ... hot175.png


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PostPosted: Tue Feb 05, 2013 8:42 pm 
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Oh my :D, That picture looks epic. Though that's not really a "Table Top" shooter anymore. More of a "Table 3RD Person Shooter". Oh well., lets see what happens.


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PostPosted: Tue Feb 05, 2013 9:17 pm 
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Location: Belgrade, Serbia
Which map is that?


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PostPosted: Wed Feb 06, 2013 12:53 am 
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Haha, it's a map called "empty" :) I use it when I need to test something quickly which needs building the code and thus re-launching the game, the map loads very fast as it's just a few buildings and walls.


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PostPosted: Wed Feb 06, 2013 4:23 am 
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With the 3rd person I mean something more like a camera, similar to the screen shot you showed, also its awesome how fast you guys respond


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PostPosted: Wed Feb 06, 2013 7:24 am 
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Location: The States
Lordbok, welcome to rwr.

What pasik was saying about the third person camera that is up close is that the quality of the voxels that make up the soldiers drops SIGNIFICANTLY when you zoom it. The picture he posted was to show the low fidelity of the characters.

So third person view at that range is quite ugly and virtually impossible for this game.

ComJak

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PostPosted: Thu Feb 07, 2013 11:38 pm 
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But some people like the Minecraft look...




I'm not one of them. =p

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PostPosted: Fri Feb 08, 2013 6:48 am 
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Joined: Tue Jan 03, 2012 9:58 am
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Location: Western Europe
OzyThesage wrote:
But some people like the Minecraft look...




I'm not one of them. =p


me neither AT ALL so ya...


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