OK. Here are my list of suggestions, some of which have been mentioned elsewhere by me and others. I do not see them as actually being put into RO. But I think it would be cool if they were there.
1. Separate game mode with limited lives.
I have been looking for this for years. Maybe you get six lives or ten, maybe even that could be server-optional. This would cut down on the Rambo maniac with an smg syndrome. You have to be more careful but you still get to respawn, but not indefinitely.
If you get killed by a teammate you do NOT lose one of your lives. If you kill a teammate you do NOT lose one of your lives IF you say “sorry” and they say “np” or “no problem”.
2. Ammo has to be searched for. When someone is killed their nades and ammo do not just lay there for all to see. If you see a body or a gun on the ground you must do a “search” of X seconds to see if there is any ammo or nades to be had. Ideally this would be a random thing. Just because you had 6 magazines on you when you died does not mean all six are available for search and recovery.
3. Random ammo distribution. I would like to see some games where I do not spawn with 35,000 clips of ammo. I think I have ran out of ammo in a rifle or semiauto like once ever in all the time I have played RO and I am by no means a reckless player.
4. Wound effects. I hate it when I get shot and have to slow down or limp, but that makes it more important not to get shot. I would like to see this go even farther. If you get shot above the waist you drop your weapon. If you get shot below the waist you fall down. If you get shot in the chest and do not die you both drop your weapon and fall down. As much as I hate being crippled temporarily, I hate it worse when I shot some guy with a steel jacketed bullet from close range, painting the wall behind him with his blood and viscera, only to have him keep right on shooting at me.
5. Bind Your Wounds feature. If you get hit you can run the BYW feature. Maybe it was not a bad hit so the BYW takes no time and does nothing (i.e. you checked to make sure you were ok and you were.) If the wound was more serious it could take anywhere from 3 to, say 10 seconds, to run the BYW. You are vulnerable at that time and cannot shoot or run away. If you do not run the BYW there is a chance that you will not stop limping or you cannot stand up or yo might even bleed to death.
6. New map types.
A. One type that would work with many maps already in existence would be a variation on the idea that you cannot cap forward objectives until you capture nearer ones. Only this would feature a “front line” of three or four strong points across the axis of advance. The attackers must take all of the front strong points before the deeper objectives are cappable. If the defenders manage to get back and take one of those forward check points the rear objectives do not gray out. Rather the attackers just spawn farther back because their lines of supply and communications have been breached or threatened.
B. An “Alamo” type map that is made up of a single building or complex like a monastery. There would be an outer circle of several objectives, more than can be adequately held. The inner circle(s) of objectives are closer together and may afford cross fire from one to the other. In the center of it all is the inner citadel, perhaps a bunker or chapel, etc. The attacking force could choose to attack from one side and cut their way to the heart and capture the citadel and then mop up any holdouts elsewhere. Or they could lay siege and take the entire outer circle of objectives, then the inner circle to surround the citadel. But time might run out on them (which represents the defenders holding out long enough to be relieved by reinforcements from outside).
7. Self Defense. I wish I could take on someone with a rifle and bayonet when I only had my bare hands and possibly parry and deflect his attack and even knock him down with my fist or a knife. This could be done by programming a game so the moment you do not have a weapon in your hand the secondary attack could be a block/deflection move and the attack be a strike move. Even a kick high and kick low could be put in by hitting a function key along with the attack key.
8. Being able to shoot people in an open halftrack or drop a nade into it. Or how about jumping on a tank, opening the top hatch and dropping a nade or sachel into it?
And finally,
9. Campaign Mode. This is a server set up so the attacker takes map #1, moves to map #2, if they do not take map #2 after two rounds you return the map #1. So the attacker must get through a series of maps, laid out logically (i.e. 1. open countryside, 2. outskirts of village or city, 3. inner city, 4. last hold out.) so you advance to a final goal, or have to retreat over ground you already fought over. The server owner could pick what maps and in what order and how many there would be. If the defender pushes the attacker all the way back to map #1 and then holds it for one round the defender wins the campaign.
10. Switch Sides. I have seen one server do this already. Basically when a round ends the two teams switch spawn points and objectives. That was a blast! It made some old, tired maps fun again. It would work very well with a Campaign Mode as mentioned above. After the campaign was over, it would start anew only with the teams switching roles as defender and attacker.
Well that’s in for now. I know most of this is not entirely new, I just wanted to put it all in one place.
1. Separate game mode with limited lives.
I have been looking for this for years. Maybe you get six lives or ten, maybe even that could be server-optional. This would cut down on the Rambo maniac with an smg syndrome. You have to be more careful but you still get to respawn, but not indefinitely.
If you get killed by a teammate you do NOT lose one of your lives. If you kill a teammate you do NOT lose one of your lives IF you say “sorry” and they say “np” or “no problem”.
2. Ammo has to be searched for. When someone is killed their nades and ammo do not just lay there for all to see. If you see a body or a gun on the ground you must do a “search” of X seconds to see if there is any ammo or nades to be had. Ideally this would be a random thing. Just because you had 6 magazines on you when you died does not mean all six are available for search and recovery.
3. Random ammo distribution. I would like to see some games where I do not spawn with 35,000 clips of ammo. I think I have ran out of ammo in a rifle or semiauto like once ever in all the time I have played RO and I am by no means a reckless player.
4. Wound effects. I hate it when I get shot and have to slow down or limp, but that makes it more important not to get shot. I would like to see this go even farther. If you get shot above the waist you drop your weapon. If you get shot below the waist you fall down. If you get shot in the chest and do not die you both drop your weapon and fall down. As much as I hate being crippled temporarily, I hate it worse when I shot some guy with a steel jacketed bullet from close range, painting the wall behind him with his blood and viscera, only to have him keep right on shooting at me.
5. Bind Your Wounds feature. If you get hit you can run the BYW feature. Maybe it was not a bad hit so the BYW takes no time and does nothing (i.e. you checked to make sure you were ok and you were.) If the wound was more serious it could take anywhere from 3 to, say 10 seconds, to run the BYW. You are vulnerable at that time and cannot shoot or run away. If you do not run the BYW there is a chance that you will not stop limping or you cannot stand up or yo might even bleed to death.
6. New map types.
A. One type that would work with many maps already in existence would be a variation on the idea that you cannot cap forward objectives until you capture nearer ones. Only this would feature a “front line” of three or four strong points across the axis of advance. The attackers must take all of the front strong points before the deeper objectives are cappable. If the defenders manage to get back and take one of those forward check points the rear objectives do not gray out. Rather the attackers just spawn farther back because their lines of supply and communications have been breached or threatened.
B. An “Alamo” type map that is made up of a single building or complex like a monastery. There would be an outer circle of several objectives, more than can be adequately held. The inner circle(s) of objectives are closer together and may afford cross fire from one to the other. In the center of it all is the inner citadel, perhaps a bunker or chapel, etc. The attacking force could choose to attack from one side and cut their way to the heart and capture the citadel and then mop up any holdouts elsewhere. Or they could lay siege and take the entire outer circle of objectives, then the inner circle to surround the citadel. But time might run out on them (which represents the defenders holding out long enough to be relieved by reinforcements from outside).
7. Self Defense. I wish I could take on someone with a rifle and bayonet when I only had my bare hands and possibly parry and deflect his attack and even knock him down with my fist or a knife. This could be done by programming a game so the moment you do not have a weapon in your hand the secondary attack could be a block/deflection move and the attack be a strike move. Even a kick high and kick low could be put in by hitting a function key along with the attack key.
8. Being able to shoot people in an open halftrack or drop a nade into it. Or how about jumping on a tank, opening the top hatch and dropping a nade or sachel into it?
And finally,
9. Campaign Mode. This is a server set up so the attacker takes map #1, moves to map #2, if they do not take map #2 after two rounds you return the map #1. So the attacker must get through a series of maps, laid out logically (i.e. 1. open countryside, 2. outskirts of village or city, 3. inner city, 4. last hold out.) so you advance to a final goal, or have to retreat over ground you already fought over. The server owner could pick what maps and in what order and how many there would be. If the defender pushes the attacker all the way back to map #1 and then holds it for one round the defender wins the campaign.
10. Switch Sides. I have seen one server do this already. Basically when a round ends the two teams switch spawn points and objectives. That was a blast! It made some old, tired maps fun again. It would work very well with a Campaign Mode as mentioned above. After the campaign was over, it would start anew only with the teams switching roles as defender and attacker.
Well that’s in for now. I know most of this is not entirely new, I just wanted to put it all in one place.
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