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RUNNING WITH RIFLES Multiplayer

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PostPosted: Mon May 27, 2013 9:53 pm 
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{SAS}DocStone wrote:
I actually quite liked it, you got rewarded for your kills with "specials", the more you killed, the more "Specials" you got.

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.

I don't see how this would be used to select what specials you'd get, mortars, paratroopers, vehicle-drops, (etc) and which level. Maybe you'd get to another level of special if you saved by storing your previous special (i.e. 1-round mortar would become 2-round mortar), but it does sound lacking in possibilities to me, if the option is to have a currency which you trade for the stuff you really want. If it's just the 1-round mortars you need, that's cool. If you don't want or need any of them, it's ok too.

We're actually thinking to use collecting RP, as in opposed to spending it, as a way to ensure you spawn with grenades and support items filled up to a point at respawn. This would benefit the pure runner type players when they get RP from base captures and promotions and don't have any time to spend it on specials :D

{SAS}DocStone wrote:
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 :D 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.

The calls can be used to break stalemates pretty often.


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PostPosted: Tue May 28, 2013 9:40 am 
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pasik wrote:
I don't see how this would be used to select what specials you'd get, mortars, paratroopers, vehicle-drops, (etc) and which level. Maybe you'd get to another level of special if you saved by storing your previous special (i.e. 1-round mortar would become 2-round mortar), but it does sound lacking in possibilities to me, if the option is to have a currency which you trade for the stuff you really want. If it's just the 1-round mortars you need, that's cool. If you don't want or need any of them, it's ok too.

We're actually thinking to use collecting RP, as in opposed to spending it, as a way to ensure you spawn with grenades and support items filled up to a point at respawn. This would benefit the pure runner type players when they get RP from base captures and promotions and don't have any time to spend it on specials :D


OK, the way I would see it is as follows:

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So, say you are at rank 6. You will have a max RP pool of 50RP. Using a predefined key (say the number 4) you could rotate through the mortar calls and call in a small or a medium drop; note however, if you called in a small drop you would have enough leftover for another one so perhaps a cool down on calls could be implemented to stop level 10 mortar spam. Key 5 would rotate through Troop Drops, and key 6 through Vehicle drops. Any drops you have not unlocked or do not have enough RP for would be greyed out in the rotation. You would still use the same key to actually call in the selected special.

If it was done this way, then I would see the point of collecting items as handing them in would still allow you to spend them "on the fly" and to react to the battlefield as it happens, rather than have to guess what you may need in the future. Obviously the numbers and ranks would need tweaking, but a system like that would make me a very happy man in Classic and PvP.

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PostPosted: Tue May 28, 2013 10:41 am 
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That could work. I could personally live with "purchasing calls on-field", maybe. They are anyway intangible items so the logic of "purchasing the codes for them in armory" (think of special scrolls in RPGs) might not be a needed thing, and we've pretty much scrapped the idea of looting and finding codes by now, but instead you could use your good relations to your superiors (high RP) to request something which then would cost you the RP, without having to prepare for it specifically.

Having said that, I'm fine with the current system as well, it clicks. I was anyway going to stop by the armory to get a vest, deliver the whisky and clean up the stash, so given all the new RP I just got, I'm conveniently right there where I can spend it. By now, I probably know where I'm heading next, so making the choice between mortars and paratroopers (and vehicles) should be pretty easy. If something unexpected happens where I realize paratroopers would've been the thing here but all I got is mortars, then that's good, isn't it? It's similar to not having sniper rifle, MP5SD, medikit and law in your backpack all the time just in case you need them, but making a choice of what tools you got.

Anyway, to tone down the needed changes if the other alternative would be taken into use, it could be displayed and handled so that your call section in the inventory would show all the possible calls, the 8 slots with the icons, their prices, and dim the ones your RP can't afford at all like you said.

Preparing any of them for calling (click on slot in inventory or just use the shortcut keys already in 0.88) would work like it has been, and finally executing the call would consume the price.

I don't see any need to cap RP collecting, it's your choice if you want to save them up for a big strike later or drop a mortar strike on each MG you see one by one. Especially in Classic where profiles don't get carried over to next games, you should keep an eye on using your RP during the current match. In Invasion, collecting RP for 10x 1-round mortar strike is just fine too. Collecting RP enough to have an impact doesn't come for free anyway, it needs either time+skill (captures and promotions) or success and interest in secondary objectives.


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PostPosted: Sat Jun 15, 2013 7:32 pm 
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Now that I have noticed that one of the RP objects is named after me I have revised my opinion on the RP and it is the best thing ever :D

On a more serious note, having buggered about with it on the {SAS}Invasion server I quite like it, it has it's place and it works well. Still think the Classic game version needs a rethink though, with PvP you die too quickly to get it either to a stash or an armoury.

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