"RO Classic"
This mode will be an additional mode complimenting Normal and Realism. We have chosen to to this route as there are players who enjoy Realism as it currently exists.
The mode, while featuring no weapon or player upgrades or perks, will be ranked. So players who do enjoy receiving those upgrades and perks can play in this mode and earn them for the other modes. We feel this will allow players to experiment with the mode who might not normally play it, and feel rewarded for their play.
- A good decision.
Loadouts and weapon availability will be more similar to what could be found in RO 1. Towards that end, the Squad Leader will be loosing his access to sub-machine guns and semi-automatic rifles to bring the ratio in line.
- Access to those weapons are ok to me as long as a standard rifle is available as a choice. The weapons selectable by each class will also more closely reflect that of RO 1 with PPSH w/ drum mag being the standard loadout and many of the other weapons not having access to their upgrades or limited to a specific upgrade (such as weapons with bayonets for that functionality)
This is the list we are currently looking at:
- PPSH w/drum mag and select fire (Level 3)
- Kar98 w/bayonet (Level 2)
- Kar98 Sniper w/4X scope (Level 1)
- Mosin Nagant Sniper w/3.5X scope (Level 1)
- G41 Sniper w/4X Scope (Level 2)
- SVT40 Sniper w/3.5X scope (Level 1)
- MP40 with single 32 round mag (Level 1)
- MKB42 with bayonet (no scope) (Level 1)
- P38 Pistol (Level 1)
- C96 w/10 round mag (Level 1)
- MG34 w/50 round drum (Level 1)
- MG34 Tripod (no ranking anyway)
- PTRS (Level 1, no ranking on this anyway)
- Pzb 784 (r) (Level 1, no ranking on this anyway)
- MN 9130 w/bayonet (Level 2)
- G41 (W) w/bayonet (Level 2)
- SVT40 w/bayo (Level 3)
- AVT40 w/bayo (Level 2)
- TT33 (Level 1)
- M1895 (Level 1)
- DP28 (Level 1)
- Maxim 1910 (no ranking anyway)
- All other weapons and equipment as normally given (binocs, satchels, smoke nades, etc)
- Overall a good decision.
We are also looking at the inclusion of the Elite Assault role back into the game in case the creator of a map wants the MKB/AVT to be available.
- Good decision, leave it up to the mapper. Always wondered why this class disappeared from the beta.
But this wouldn't be a "RO Classic" mode with just weapon changes. We also have an initial list of functionality changes and removal as well. This list is designed to emulate the "feel" of RO 1 by making distance engagements a bit more of an uncertainty. You can find that list below. This is once again a look at the initial changes we are going to make for the mode and take feedback on in beta:
- Removal of peripheral action indicators - Personally I had no problem with the indicators as long as you couldn't detect players that way thru smoke.
- Removal of spawn on Squad Leader - The spawn on Squad Leader was usually ok except in the instances you spawned too far forward and in the open or behind enemy lines. If that couldn't be fixed, then removal was perhaps a better alternative.
- Removal of the bleeding system (Player will always take 100% of the damage to an area on the shot and not half then bleed the rest out like in the current system) - Is this the bandaging system? I liked the idea of the bandaging/bleeding myself, but I personally believe the timing was way off and led to hokey behavior.
- Players will have a movement speed penalty after being shot in the feet - This is good. I'm guessing also legs on some occasions?
- Stamina will have a much greater effect on weapon sway and recoil - This makes good sense as long as it doesn't go overboard with ridiculous recoil.
- Stance will have an increased effect on weapon sway/recoil (with the default standing state having more sway then the current game modes) - Agreed for the most part. Currently it seems the more stable stances (prone, rested weapon) made little or no difference and were no better than the others which seemed too stable.
- Removal of "controlled breathing" zoom, but retaining the functionality to help steady the weapon as well as the slight iron sight zoom - I actually thought zoom was fine, but needed its own separate key. That way I can achieve a proper focus or better FOV per my choice. Ironically I was against a zoom feature prior to the games release.
- Stamina will recharge at a slower rate - Slightly slower would be ok.
- No AI Tank Gunnery - Undecided.
- No Lockdown - Agreed. If it couldn't be adjusted according to other factors or the time lengthened, then I think removal is best.
Now these changes will also be joining a host of changes and refinements we are making on the current systems as well. Several of these are still having their designs tweaked and updated so I will hold off on going further on these til a later date.
- Looking forward to seeing those possible changes.
Now some might wonder why some of the other oft requested features are not readily on this list, such as player momentum. The reason for this is the momentum system in RO 2 is the same system as RO 1 with a small tweak of player friction at the start and ending phase to make it feel more responsive. So before we go and start making changes to this we want to see how the other changes play out first in getting players the experience they want.
- Perhaps momentum felt different in ROHOS because of the faster player movement, which I think is fine myself.
We look forward to play testing these changes with you in the coming weeks.