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A starting point for re-working rewards

Tak

Grizzled Veteran
Jan 10, 2006
1,848
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East Coast, USA
First, Tripwire thank you for making a Red Orchestra 2. Despite all the technical problems, you've got a solid foundation to work on now.

I don't think any resonable person can fault a developer for trying to include the (disturbingly) popular unlock system in their game. I also don't think any resonable person could continue to try to defend the system as it exists in Red Orchestra 2 now. Opinions on the severity and depth of the problems with it vary, but there's nearly universal agreement that it's broken. No shame in trying, it just didn't work right. Now lets fix it! :)

What I am suggesting below is drawn from a somewhat recurring theme of cosmetic-only unlockables. As such it's meant as an alternative to what's in game now, not a supplement to it. The weapon/class leveling as it exists now should be tossed in favor of the fixed class loadouts (set by the mapper) as in Red Orchestra: Ost. Establish whatever the baseline for any given weapon is going to be and set its values at that (reload time, recoil, time to ADS, etc). Remove leveling perks related to weapon handling and selection entirely. If two players have the same weapon, player skill should be the only difference between them.

I tried to pick unlocks that would require a minimum of work. Medals seemed the natural choice. As cool as trophy overcoats or whatnot would be, that means a *lot* of work to get the model up to the standard of the animations currently in game. Not a light task (but definitely one we'd like to see, I think! ;)). Medals should be able to be modelled and 'stuck' to a character, or alternatively drawn onto existing skins and the appropriate skin called up depending on player rank. I'm not saying it'll be easy because I honestly don't know how easy or hard it is, but it should at least be modular once it's figured out.

I tried to select medals that avoided the darker side of the ideologies represented by these two regimes. I believe I've picked the most generic awards possible for each at each level. That said, it is nigh impossible to avoid Nazi and Soviet symolism in their awards.

As it stands now there are four ranks, with unlocks on two (frontline soldier), three (veteran), and four (hero). So keeping with that format, here are three alternatives for each side, and a bit of my thought process in why I decided on those. I'm not an expert in anything except screwing up and accidental TKs, so if someone has academic insight to share please feel free. My numbers are pulled from wikipedia, links provided.


Soviet unlocks:

Holy cow. It seems like the soviet awards come in two major classes: Either minted and turned out like candy so nearly everyone has one, in the true socialist spirit, or created to serve as a propaganda piece towards a specific goal. There are of course the handful of political-favor awards common to both regimes. My personal favorite is Heroine Mother, awarded for bearing and raising ten or more children. Keep our great socialist empire filled, mothers of Russia! Too bad it wouldn't make much sense in game ;)

The Order of the Great Patriotic war was not created until 1942, so it's perhaps a little late for the game's purpose but it fits so nicely as a foil to the Iron Cross that it's worth overlooking that. It's not hard to imagine many of these being thrown around with grand proclamaitions to try and raise morale in the final months of the defense of Stalingrad.

The Gold Star for the Hero of the Soviet Union award is a shoe in IMO given the title hero being already in game. The numbers are also pretty close to the Knight's Cross.

There is a 'Defense of Stalingrad' award, but it was given out in larger numbers than the Gold Star and the Knight's Cross. It also has no counterpart on the German side (there's no 'I Fought at Stalingrad and all I got was this lousy frostbite' medal).

http://en.wikipedia.org/wiki/Order_of_the_Patriotic_War
http://en.wikipedia.org/wiki/Hero_of_the_Soviet_Union

Frontline Soldier: Order of the Patriotic War 2nd class. Represented in game by the ribbon only. Approximately 1 million were awarded.*
Veteran: Order of the Patriotic War 1rst class. Represented in game by the medal worn on the right breast pocket. Approximately 400 thousand were awarded.*
Hero: Hero of the Soviet Union. In game, a large gold star ribbon with medal centered upper-left breast, to be above all other awards. About twelve thousand awarded.

*pre 1985 40th anniversary numbers. The wiki article explains it.


German unlocks:

Much like the soviets, the reich was all about tossing shiny things around to try and prove how awesome they were. Instead of creating a few different one-size-fits all, however, the awards seem to be much more narrowly tailored. There are lots of specific decorations for campaigns and branches of service. And of course, a large number of politically motivated propaganda badges. There are a lot more similarities between the Third Reich and Soviet Union than there were differences, it seems!

The Iron Cross however was awarded across the entire military, and coresponds nicely to the Order of the Patriotic War in that there were two primary ranks for it.

The Knights Cross is a third tier Iron Cross, and has several divisions of merit to itself, but the fancier levels of it were rarely awarded. As such the basic Knight's Cross serves admirably for the purpose of a cosmetic in-game reward.

http://en.wikipedia.org/wiki/Iron_cross#Second_World_War

Frontline Soldier: Iron Cross 2nd class, to be represented in game by the button-hole ribbon. The medal for second class would not be worn except as part of a dress uniform. Approximately 4.5 million were awarded.
Veteran: Iron Cross 1rst class, represented by the button-hole ribbon and a large medal pinned on the left breast pocket. Approximately 300 thousand were awarded.
Hero: Knight of the Iron Cross, represented in game by the ribboned medal worn around the neck under the colar (the cross itself visible at the neckline). Approximately seven thousand were awarded.


Any opionions and thoughts are welcome. What do you folks think?
 
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Removed in favor of fixed values for all. Sway, reload time, and other behind the scenes numbers should be the same for all players IMO. Or if anything it should be the reverse of what it is now (more sway, etc at higher levels), so that new players have an easier time of things.

There are all kinds of cosmetic things that could be added which would create more variation in characters. Winter coats, trophy uniform parts, helmet camo (flat and modeled) could all go in the game and fit very well with the theme, but they all would take lots more work.
 
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i can agree with leveling the playing field, but i think i'd be pissed if the longer i used a weapon the more sway and recoil i got. we were all noobs once and had to deal with the learning curve. no reason to make it easier for the new guys to kill us. besides, lots of people would just keep resetting themselves to gain an advantage. i don't know if trip could stop them from doing it either.
 
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I second a vote for a level playing field. Pro's should definitely not have major advantages over noobs.

One system of unlocks I wouldn't mind is that of balanced incidentals.

For example, a player could unlock "Kettle", this would actually appear on their kit in game, and give them a slight increase in stamina (representing they are better fed), but the cost is that it rattles around more (makes stealth harder).

Another example could be winter clothing for germans. It would reduce weapon sway on winter maps (less shivering/hand numbness), but would decrease movement speed/mantling speed.

This kind of system of unlocks doesn't make a player definitely BETTER than any other player, it just gives them more options of how to play.

I know these are 100% realistic but they're at least an idea of how to have unlocks that don't dis-balance the game because there is a balance to its advantages and disadvantages.

If players ARE to be rewarded with definitely better unlocks (like MKB), I think they should be temporary (one round only), and rewarded for good team work. That way noobs get a good a chance as anyone to get them, since they can resupply MGs and get in cap zones like anyone else.
 
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I think all kind of player rewards shouldn't have any effect on gameplay. So all reload time bonuses etc should be removed completely.

Now, what I think would be cool for such game: a award room: barracks. This idea comes from Dungeon Defenders game (Unreal Engine too) lobby. It's a tavern room, full of awards/achievements/younameit in form of statues, medals etc on the walls. So in RO2 player would have own barracks with uniforms (for each class) with current equipment (but still no weapon unlocks), earned medals, ribbons, etc.
 
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That would be awesome. There are tons of cool ideas for unlockables floating around. The problem is, all of those cool ideas require *lots* of work. Work that is currently better spent bug hunting, performance optimization, gameplay tweaking, and content production (maps/vehicles).

IMO, the unlock system as it exists now is the most damaging aspect of the game. It punishes new players when the game needs to be drawing new players in. The purpose of this thread isn't to come up with awesome ideas for unlocks, it's to suggest a (comparatively) quick fix that can leverage existing work (the level code in place) towards a player-reward system with the smallest amount of new work on the part of the programmers.

When the game is rocking along like RO:Ost, then a more fleshed-out reward system can be implemented, or a complete overhaul of the unlockables can be done if they're heart-set on keeping the weapon leveling (though I really think the community is against them on that point). For now though, just get the current rewards out of the game and/or replace it with something short and sweet.
 
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I think all kind of player rewards shouldn't have any effect on gameplay. So all reload time bonuses etc should be removed completely.

Now, what I think would be cool for such game: a award room: barracks. This idea comes from Dungeon Defenders game (Unreal Engine too) lobby. It's a tavern room, full of awards/achievements/younameit in form of statues, medals etc on the walls. So in RO2 player would have own barracks with uniforms (for each class) with current equipment (but still no weapon unlocks), earned medals, ribbons, etc.

i like that. then the guys who want to show how hard they are, can post a screenshot.
 
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