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What game types will RO have?

Currently it runs a system "similar" to bf2. (i speak of the mod version if its diff pls correct admin!)

There are capzones (or objectives) in which players must stay for a period of time to capture for their respective side.

If an enemy enters the capzone where you are (normaly a building or strategic area) you will loose your cap and if your outnumbered the enemy may cap the area.

The team that holds all the objectives wins (in double attack maps)
In defensive maps 1 side starts with all the objectives and has to hold onto them for the round length.(10-30 mins depending on map).

This may be different for the retail game and their may be more gametypes but my best guess is it will still be a similar system
 
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RO offers one gametype basically, which is very versatile and comparable to the Battlefield Conquest mode.
Generally you have several points on a map your team has to secure and capture. These points might be configured by the mapper in certain ways:

The objectives might be in control of either the germans, the russians or noone at the beginning of the round.

The objectives might be recapped or locked after capped.

Some objectives might be locked until another objective is taken.

Some objectives might be recapable by the enemy until another one is taken.

These are all the configs that come into my mind right now. With these, you can have very linear "frontliney" maps where all the action happens between two objectives. Then there are the open maps where you can chose in which order you take the objectives. Then there are maps where one side defends while the other attacks, and others where both defend and attack at the same time...

Well, even if it is only one "gametype", it doesn't get as repetetive as CTF for example ;)

And no worries if you are confused by my explanation, as I am myself :D
 
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I genuinely hope there is more tbh. Sounds like a WWII version of BF2, no bad thing, but BF2 always makes me wonder how good it would be with other gametypes.

CTF is great on maps that are not too large (altough jeeps etc help). The new version of HeadQuarters is the best thing in CoD2. I personally hate S&D but it has a huge following in CoD. And of course Team deathmatch is very popular as well. If you want to bring in lots of customers you have to offer more than one gametype tbh.

p.s. I still think game developers are missing a trick by not building on Return to Castle Wolfenstien's basic MP gameplay using mixed classes and objective based gaming.
 
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RedDwarf said:
I genuinely hope there is more tbh. Sounds like a WWII version of BF2,

That would be BF1942 ;)

Seriously, this game is VERY different from BF2, but the capture system is somewhat similar, except there is no flags etc, its just a map showing where the objectives are and they are usually familiar things (ie "the bridge", "the church", "the Reichstag", and so on)

You usually need a certain % of your team to capture. Most maps have 3 or 4 objectives you need to hold to win.
 
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RedDwarf said:
I genuinely hope there is more tbh. Sounds like a WWII version of BF2, no bad thing, but BF2

Well, BF2 has 3 (!) gamemodes concerning to EA, which all play the same.

Allthough RO has only one, this one is that flexible and customizable by the mappers, that every map plays very differently. It is really for all tastes: there are fast paced, action packed maps and long range encounter maps, all play even more differently depending if you are attacking, defendig, or on a "double attack" map.

In combination with the reinforcement being settable by the mapper, it would even be possible to have one team in a very well fortified position with little reinforcements, while the other team is charging with little cover but many reinforcements. Or vice versa for a desperate attack... I would even say that every map for RO it's own gametype by itself.
 
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Well, don't forget that one way to win, even on any Ostfront map with Objectives, is to keep killing the enemy until he runs out of reinforcements... it is still a win ;)

Actually, in the early hours/days of Ostfront, I'll bet many a map will be won by the defenders as the attackers hurl themselves in the best kamikaze fashion into the defenders' withering fire!
 
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If anyone here has played COD its similar to the CNQ gametype that was created by the after hours guys. Its not at linear as there was but similar. Also one key difference between RO and BF is you dont get the circle jerk maps where you run around in a circle capping objectives and moving on only to have the enemy recap the one behide you. There is often only 1 or 2 choices for which point you want to cap which leads to focused fights.
 
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malice said:
If anyone here has played COD its similar to the CNQ gametype that was created by the after hours guys. Its not at linear as there was but similar. Also one key difference between RO and BF is you dont get the circle jerk maps where you run around in a circle capping objectives and moving on only to have the enemy recap the one behide you. There is often only 1 or 2 choices for which point you want to cap which leads to focused fights.

yeah, that is the one thing about the BF2 gametype that would not apply well to a WWII game IMO, so, I am glad it won't work that way in RO:O. Nice to see you over here Malice! :cool:
 
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Wasn't RO around before BF2? So it is not that RO is a WWII version of BF2 (which I have never seen and have no interest in by the way), but the other way around.

I prefer the objective system offered by RO. But I could see some variations that would work well and also be realistic.

1. A map where the first line of objectives was like a front, where you had three or four strong points across a single axis of advance. The back objectives do not light up and become cappable until all of that front line had collapsed and been secured by the attackers. If the defenders sneak back and take one of those front objectives the back objectives do not gray out again, rather the attackers just spawn farther back because their line of supply has been threatened. Several of the existing maps could be used for such a capping scenario.

2. An Alamo type battle where the entire map is like one factory or monastery, etc. There would be several cappable objectives, more than could be defended for long. The farther attackers got into the citadel the closer the inner rings of objectives would be, with a final, hard to penetrate capzone, like a bunker or chapel at the center. The attackers would have to decide if they should attack from one side in force, cut their way to the center and then mop up survivors in the other quadrants, or if they should lay siege, taking a full outer ring and then the next, until they got to the surrounded center objective. But time might run out (which would stand for the defenders being relieved by reinforcements.

Another thing that a game like RO might benefit from, down the road perhaps, is limited lives. I like the fact that a team can run out of lives. But it would curtail a lot of the run and gun types if every player had a limited number of lives in certain games. So you get to respawn, but you only get to respawn six times, or something like that. If you are TK’d you do not get a life erased. I do not know if such a thing would be possible to program into RO but I think it would be fun and cause people to be more careful and less kamikaze.
 
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DieFledermaus said:
Wasn't RO around before BF2? So it is not that RO is a WWII version of BF2 (which I have never seen and have no interest in by the way), but the other way around.

I prefer the objective system offered by RO. But I could see some variations that would work well and also be realistic.

1. A map where the first line of objectives was like a front, where you had three or four strong points across a single axis of advance. The back objectives do not light up and become cappable until all of that front line had collapsed and been secured by the attackers. If the defenders sneak back and take one of those front objectives the back objectives do not gray out again, rather the attackers just spawn farther back because their line of supply has been threatened. Several of the existing maps could be used for such a capping scenario.


You're describing RedGodofWar, and to a lesser extent Ponryi and Porechye ;). The only problem with this setup is that a side can only have a max of 16 players (and often much less than that), which makes it hard to defend a long front line. Still, with good map design it can work well.

2. An Alamo type battle where the entire map is like one factory or monastery, etc. There would be several cappable objectives, more than could be defended for long. The farther attackers got into the citadel the closer the inner rings of objectives would be, with a final, hard to penetrate capzone, like a bunker or chapel at the center. The attackers would have to decide if they should attack from one side in force, cut their way to the center and then mop up survivors in the other quadrants, or if they should lay siege, taking a full outer ring and then the next, until they got to the surrounded center objective. But time might run out (which would stand for the defenders being relieved by reinforcements.

Again, a lot like the custom map Pavlov, and you could even say Kaukasus as well. Way back in the mod forums Wilson said we may eventually see an official version of the famous Pavlov's House, so there might be something like this in the works.

Definitely some good ideas, if the devs don't use them I'm sure custom mappers will :D
 
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This is the one area where (imo) it'd be nice if they'd move on and make more objective based things and such.

This is the main reason I find myself playing and then getting a bit tired of RO, then coming back again :p. It's fun, but capping points is just...repetitive in itself.

Every game and it's mother is using that for MP these days and it's getting a bit old imo.


I'd much rather have objectives beyond caps, being able to escort a convey while the attackers have to take it out, having to hold a bridge until reenforcements come in(no other "points" to get, simply hold the bridge), etc.

Just simply varied and different things to do.
 
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