Back in the day that was exactly what was intended: Realism would be the hardcore approach that the Roosters know and love, and Relaxed would form the more accessible side of RO2 for the new / more casual players. The now infamous 11th hour shift in policy laid the foundations for what we now face: a multitude of modes and far too many fundamental rules server options. I worry that the three (four?) versions of the game, plus god only knows how many variations on those core themes c/o server options, are only going to engender a stochastic gaming experience within RO2. Choice is a laudable principle but there is such a thing as providing too much choice and thus sacrificing cohesion in the name of attempting to please everyone. (Design by committee projects often end up in a similar state.) I believe that such an approach works if a game has 50K+ players at peek gaming times but for a game with one hundred times fewer players I struggle to see how this will help RO2.There shouldn't be a classic, there shouldn't be a realism (which is relaxed?) and there shouldn't be a relaxed. There should be one gameplay base, Red Orchestra 2: Heroes of Stalingrad. It is clear what RO2 is designed for and what the community desires. Why water it down? It feels weak in all aspects as a result.
TWI have painted themselves into a corner with all of this and there is now no easy way to hammer the game to fit into the original (and much anticipated) design philosophy mould. Maybe TWI have now laid that philosophy to rest but I sincerely hope not because I think that can still be accomplished - but it
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