pasik wrote:
If we take the equation of obtaining RP out of the question, you'd still have to access armory to change your equipment apart from the improvisational switch you might be making during a fight. I take it that this is also an out-of-flow experience to you even if the armories and stashes would be easily found, right?
Correct, I just don't use them to be honest.
pasik wrote:
The old way of just getting mortars as rewards isn't very versatile, I think we all agree on that, as there are alternatives on what you might want or need these days, and there's more to come.
I actually quite liked it, you got rewarded for your kills with "specials", the more you killed, the more "Specials" you got.
pasik wrote:
What would you suggest as your ultimate purchase system then? Something like in CS, you spawn, you purchase, you run, or how was it?
If the armory would have a spawn point right next to it, and the marker would be shown in the map, wouldn't it be close enough if you could click on the marker to spawn at the armory, step in, and do your purchasing?
This kinda suggests that there would be more armories than there are now, to make them more accessible, but I'm not sure about that; armories as resources would be a nice mechanism imo. You don't always have an armory near you, so you need to figure out if you think you can afford to spawn a bit farther to get the stuff you need right now, or if you'll just keep pushing with the stuff you have until next base with an armory.
I just don't like the purchase system at all, it feels clunky and overcomplicated for the game. RwR is a fast paced "think on your feet" tactical shooter and up until now the gameplay has reflected that.
pasik wrote:
Hmm.. this lead me to another thing: are you ever the guy who willingly spawns at one of your far away bases to drive the APC or tank from there to the main battle area?

I can see this being an out-of-flow moment for some, but I find myself doing this regularly.
Yeah, I will do this, but what normally happens is I spawn, get in the vehicle, travel to a battlefront and get wiped out by LAW fire as soon as I do

Same with flanking maneuvers - I will travel halfway around the map to get behind the enemy and get taken out by the first fecking bullet fired! Again though, the APC/Tank can be a game changing object whereas I don't see the mortar or troop drop in the same way.
Have RP increase with kills and capture/defend events (and again, this is for Classic only), have a max limit of RP points that varies by level. Have each call have a set cost - both RP and level wise, and set each call a separate key, So say you are level 5, you have a max of 100RP points. Mortar is 35 RP points cost, Stage 1 Para-drop is 65 and Stage 2 Paradrop is 90 for example. Have a time limit to stop spamming and let the player choose what one they want. Keeps it tactical, keeps it flowing and keeps it nice and simple.