{SAS}DocStone wrote:
Ah, good to hear Pasik, and I should have said that my above thoughts are only with regards to PvP gameplay. I can see how it would be a great improvement for the "depth" of single player and Invasion style gameplay which is played at a completely different pacing from PvP though, and with the plans you have for those game modes (side objectives, random targets etc) it may be something that would grow on me, but to be honest those game modes just don't interest me very much, the same as the single player and co-op modes in BF3.
You have created something special in RwR, and I say this as a gamer who started out on the zx81 far, far too many years ago to post in an open forum, lol, but it speaks wonders for the game when once the Cannon Fodder memories went, both me and a Clan Mate agreed that RwR felt exactly like Who Dares Wins (from the old Amstrad CPC464) but online, with multiplayer and just so much more "bettererer" (sic).
Thank you, and yes, exactly, different strokes for different folks

I hope the players preferring the regular unrestricted sandbox type PvP with bots mode don't feel like left out as we're focusing on some Invasion specific features currently, but at least most of the enabling work done there benefits the regular mode as well.
It's possible to have different types of grenades and secondary weapons now, the objective tracking system is the exact same system used to catch chat messages and turn them to server admin commands, votekicking and plenty of other things (I know, the script updates still aren't out yet, been wrestling with the 3rd implementation of the RWR config tool for Linux the past few days), the drag & drop weapon rack interaction should be preferred by most over the previous tap-tap-tap-oops-taptaptaptaptap system, and it'll be easy to control which items will make an appearance in regular mode and which not (no medikits, vests, etc).