{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
{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

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.