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View Poll Results: Do you want the addition of an official Authentic Mode? Tripwire willing.
Yes 95 67.86%
No 31 22.14%
I don't care 14 10.00%
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  #481  
Old 07-19-2012, 11:05 AM
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Originally Posted by Neuromante View Post
Well, as I understand the objective of the gamemode would be a more realistic and tactical approach to the game. If this is the case, a preparation time would be a must have, allowing for orders to be issued, squads to be formed etc. It's very much like this in the Project Reality mod for BF2 and believe me, it works. What are two minutes of actual preparation if you're going to play for an hour or so anyway?

OK I like the sound of that

That should be done for all classes, showing the amount of available slots and the amount of assigned preferences next to it. Of course you need some form of prep time to do this, I don't see it working out in game.

Well not all classes, rifleman will always be free

Maybe the preference could "stay" after the game begins, and even if you don't get the class at first you could be assigned later when the player leaves the game, or be swapped with someone who wishes to get your class instead.

Also like the sound of that

The point is not that vets should be given an ulterior advantage. The thing is that it would give them a better chance at securing assets important for the team, while still allowing people with slow machines to have a chance at playing with a highly popular class. If guys with the most experience are "directing the game" everyone has more fun. If I recall correctly this is the way it used to work in the game America's Army (not so sure, probably had more to do with the round score, it was a long time ago when I last played it ) and it worked quite well.

If commanders and NCO's are given the same tools as Americas Army commanders had. That will occur naturaly. What I could give as an incentive for Experienced players to pick commanding roles was the longer spawn time

Of course, on top of that there is the progression aspect which will keep people playing, and playing to win, to get more points, to advance in rank and so on. It basically gives a real incentive to play the game the way it's supposed to be played, and I honestly don't mind some kind of progression on top of a solid experience, not as a substitute of such.

Player progression, points, and rank and level that apply to the other modes of the game.. realism and action, were not taken away. Inside Authentic none of those apply, like in classic, except of hero uniforms as of yet. But that would be in the end up to Tripwire to judge. We have honesly not given too much care for points
Good suggestions, will consider, and try and fit them the best I can, and that generally requires a ton of brain storming
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  #482  
Old 07-19-2012, 01:27 PM
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Edited OP

Maximum zoom is now set at 5.0x

Spoiler!
Spoiler!


After much consideration has this number been set. And I mean much. Days of discussion with people, exchange of arguments, points of view regarding gameplay, and many other relevant points, constant reading of the forums. Also some research and real life observations compared to what the game can produce at it's finest settings, and even over that. Also taking in consideration the current state of monitor technology, and what would and would not be considerable as a cheat for people with better monitors to allow us mortals with 1680x1050 or 1920x1080 to see things properly at distant ranges ( over 300m ) or closer with a lot of visual clutter. That number is not a holy grail of zooming in FPS or something like that. Is just what feels good for RO2, without going any further to replicate human view in the game. That would be a person with 20/20 view seeing other people with their full bodies visible and no visual clutter what so ever at up to 600 meters with a good background highlighting those people. With the intent of making soldiers barely visible in game at those ranges. Instead of what they would currently look like with 2.3 zoom: Mostly Subpixels.

That number can still go up or down, however is unlikely to go up. Unless more evidence and good arguments can be brought foward.

I am not trying to impose this amount of zoom to no one, much less in current modes of RO2.

Its is just a number to fulfill a need for a better zoom amount for my suggested game mode, and I also did not get to that number alone so is perfectly fair.

Now how 5.0x Zoom looks like without the full rendering of the scene:

Spoiler!
Spoiler!
Spoiler!
Spoiler!
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Last edited by Sarkis.; 07-19-2012 at 03:48 PM.
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  #483  
Old 07-19-2012, 02:26 PM
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Still not happy to go above 3.5
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  #484  
Old 07-19-2012, 02:36 PM
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edited above with a pic of 3.5x
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  #485  
Old 07-19-2012, 07:59 PM
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Edited OP

Ammo differentiation
PPSh's 7.62x25mm Tokarev rounds differentiated from 9x19mm

They are the same bullet in game
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Last edited by Sarkis.; 07-19-2012 at 08:00 PM.
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  #486  
Old 07-19-2012, 09:59 PM
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Originally Posted by Sarkis. View Post
Ammo differentiation
PPSh's 7.62x25mm Tokarev rounds differentiated from 9x19mm

They are the same bullet in game
Eh? The damage values on players is the same, but they've got different muzzle velocity, ballistic coefficient and material penetration values.
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  #487  
Old 07-19-2012, 10:20 PM
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Originally Posted by Mekhazzio View Post
Eh? The damage values on players is the same, but they've got different muzzle velocity, ballistic coefficient and material penetration values.
Suggestion taken down then, since it is already in game
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  #488  
Old 07-19-2012, 11:00 PM
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''Keep dreaming, keep creating, keep beleiving, keep spreading the word, keep it real, keep it tight, fight consensus, rewrite rules, HOOAH ?!'' by Proud_God

-Thanks man. Hooah!




The plans, to John Gibson a.k.a. Ramm Jaeger. He shall receive it in PM form

Simplified Authentic Mode
Cherry picked sensibly from the original post, to provide Tripwire with a easy to make mode suggestion, and to hopefully give our Red Orchestra community a very nice Christmas Present
Spoiler!

I'm sure John has many other imperial matters to tend to, but I hope he understands that giving his take on this would also make the Emperor proud

Long Live the Empire!
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Last edited by Sarkis.; 07-20-2012 at 12:19 PM.
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  #489  
Old 07-19-2012, 11:55 PM
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Originally Posted by Sarkis. View Post
Suggestion taken down then, since it is already in game
If they have different velocities and calibres, they shouldn't do the same damage.
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  #490  
Old 07-20-2012, 02:29 AM
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Originally Posted by Bluehawk View Post
If they have different velocities and calibres, they shouldn't do the same damage.
The stock damage model is so broad that a small difference wouldn't matter....or, at least, it wouldn't, if they weren't right on the edge of a breakpoint. As an example, see the MKb42. It has 50% more damage value than the stronger pistol rounds, but in almost all cases has exactly the same hits-to-kill.
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  #491  
Old 07-21-2012, 02:37 PM
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This is a real told mine. Thanks for all the effort you guys put in articulating and posting pictures (Sarkis).

I was curious, and I think you guys mention how our players call out grenades and such, and sometimes even randomly taunt. I think there should be player stance modes that can be toggled. (regarding their chatter which enemies can hear.)

To be more clear, I don't know how else to describe it other than stealth mode where the soldier doesn't taunt or make unneccessary chatter for the enemy to hear.

The other would be hardcore soldier mode, where the soldier will call out enemies sighted (assuming he's being engaged or clearly sees the enemy - I wouldn't know how to make this judgement, like with z key but more automatic.)

The soldier also while in this toggled mode, may randomly taunt and scream while charging with the bayonet ready, as opposed to stealth mode which will quietly wield bayonets.

Considering that I haven't gone through this entire thread, this may have been mentioned, but let me know what your think regardless. It seems appropriate.

Looking at these discussed hit boxes, I may have an opinion but I'll post with detail ASAP.
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  #492  
Old 07-21-2012, 02:59 PM
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I did suggest something like this:

Optional Communications Widget
Option to revert Communications Widget, the com. rose, to the Old Speech Menu from ROOST, with Achtung Shambeh Bambeh and a new one to make the player shut up



And thanks, but if you go reading this entire thread you'll end up crazy and locked up somewhere
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  #493  
Old 07-21-2012, 05:26 PM
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Originally Posted by Sarkis. View Post
And thanks, but if you go reading this entire thread you'll end up crazy and locked up somewhere
I actually did read this entire thread, but I was already crazy.

Firstly well done, it's a really well-thought-out proposal, and smart suggestions. I agree with/don't have a problem with pretty much everything, except for a few changes I would suggest:

• Overhead Map
Recon Plane spotted targets, map friendlies, only visible to Commander and Squad Leaders, but as a heatmaps, indistinguishable blobs of green, blue and red. Team deaths (red crosses) not visible.


Wouldn’t do it this way personally– in WW2 they didn’t have IR cameras that would generate heatmaps. Instead would simulate a photo-recon plane – plane flies over (one pass only) then a few seconds later the enemy indicators appear on the commander’s map, a few seconds after that they appear on the SL’s maps, and a few seconds after that they appear on the troops maps.
This simulates the info being passed down the chain of command. Also it would only show the enemy positions as they were when the plane flew over, so it only gave you an indication, but would have changed by the time everyone saw it.

• Capping an Objective
What if an undefended capzone was capped instantly, as it’s completely uncontested, as a punishment to the defending team for leaving the capzone empty?

Only the Commander can call arty still but it will take 30 seconds more for it to start after confirmed by the HQ.

I understand the reasoning but disagree, because in 30 seconds your team could be in that location instead of the enemy. Also, commander can’t walk away from the radio while calling artillery, and killing the commander AFTER he finishes the artillery call, but before the HQ confirms, DOESN’T cancel it. (So long as the commander has finished his little speech.)

New Proposed System of Zoom and Free Head Movement

I disagree with having zoom in this fashion; you can’t zoom your eyes IRL. (I do support the iron sights zoom however, because it’s not ‘zoom’ per se: as has been discussed endlessly on these forums, it’s merely returning to the correct angle of vision, since the normal one is a lot wider than real life to compensate for viewing on a screen)

For Free Head Movement, would be a lot simpler just to use the F key and move the orders widget key to G to replace grenade throw, instead of remapping the entire keyboard. If you want to keep your incremental zoom, then just use the + and – keys perhaps. Having the keyboard layout change between game modes = pain in the arse.
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  #494  
Old 07-21-2012, 06:47 PM
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Thanks for the feedback, responses in blue

Quote:
Originally Posted by Rabid Penguin View Post
• Overhead Map
Recon Plane spotted targets, map friendlies, only visible to Commander and Squad Leaders, but as a heatmaps, indistinguishable blobs of green, blue and red. Team deaths (red crosses) not visible.


Wouldn’t do it this way personally– in WW2 they didn’t have IR cameras that would generate heatmaps. Instead would simulate a photo-recon plane – plane flies over (one pass only) then a few seconds later the enemy indicators appear on the commander’s map, a few seconds after that they appear on the SL’s maps, and a few seconds after that they appear on the troops maps.
This simulates the info being passed down the chain of command. Also it would only show the enemy positions as they were when the plane flew over, so it only gave you an indication, but would have changed by the time everyone saw it.

Oh I didn't mean anything like IR cameras and stuff. It's just that recon planes were used only to provide adjustments to arty or get intel on the enemy strength. Common soldiers would not know such information, and the commanders would not know positions of individual soldiers, so what I suggested is that areas with lots of enemies become more highlighted than areas with less, instead of individual points

• Capping an Objective
What if an undefended capzone was capped instantly, as it’s completely uncontested, as a punishment to the defending team for leaving the capzone empty?

I don't like that, having no russians doesn't mean there are germans controlling that area. Now, what could happen, is the area turn neutral. Now I would agree. The problem is... there will always be people inside caps, and we are generally always contesting them. If you go foward after controlling someplace, the area is generally still yours.

Only the Commander can call arty still but it will take 30 seconds more for it to start after confirmed by the HQ.

I understand the reasoning but disagree, because in 30 seconds your team could be in that location instead of the enemy. Also, commander can’t walk away from the radio while calling artillery, and killing the commander AFTER he finishes the artillery call, but before the HQ confirms, DOESN’T cancel it. (So long as the commander has finished his little speech.)

Well, the 30 seconds are to add realism, and if the commander can call arty by map and calls it too close to his troops, he should immediately cancel. Or the troops should pay attention. About the commanders not being able to walk away from the radio, that can be a good suggestions yes. And if he receives confirmation and dies, the arty already drops in game.

New Proposed System of Zoom and Free Head Movement

I disagree with having zoom in this fashion; you can’t zoom your eyes IRL. (I do support the iron sights zoom however, because it’s not ‘zoom’ per se: as has been discussed endlessly on these forums, it’s merely returning to the correct angle of vision, since the normal one is a lot wider than real life to compensate for viewing on a screen)

For Free Head Movement, would be a lot simpler just to use the F key and move the orders widget key to G to replace grenade throw, instead of remapping the entire keyboard. If you want to keep your incremental zoom, then just use the + and – keys perhaps. Having the keyboard layout change between game modes = pain in the arse.

About zoom. We disagree. Our real world eyes see a lot better than in game. People at 300 meters look like a bunch of pixels, even with the current 2.3 zoom, so if we are to stand a chance at seeing let alone shooting people at 500 meters, we need more zoom.
About the remapping, that would be the default, but anyone would be able to freely configure their own, + and - are way too much far from the left hand and would turn extremely clunky zooming, zooming in and out have to be ever available and extremely quick to work. And the zoom and remapping suggestions themselves are not only for an new mode, but for all RO2
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  #495  
Old 07-21-2012, 08:53 PM
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Quote:
Originally Posted by Sarkis. View Post
Thanks for the feedback, responses in blue

• Capping an Objective
What if an undefended capzone was capped instantly, as it’s completely uncontested, as a punishment to the defending team for leaving the capzone empty?

I don't like that, having no russians doesn't mean there are germans controlling that area. Now, what could happen, is the area turn neutral. Now I would agree. The problem is... there will always be people inside caps, and we are generally always contesting them. If you go foward after controlling someplace, the area is generally still yours.
Sorry, I didn't explain this properly. I didn't mean that the objective becomes enemy controlled the instant there are no friendly troops in it. I meant that if the enemy enters a capzone in which there are no defending troops, they capture it instantly.
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  #496  
Old 07-21-2012, 09:36 PM
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I don't think that would work. There are many Attack/Defend maps in which the defending team also has to make a run for the first objective, like the germans in spartanovka, that would mean they always would start with A capped because a german dude can always get there first. Or the russians in Commissars House. It's kind of a balance thing.

The capping thing is there mostly to mean assimilated territory, not actual who controls the territory at the present time.
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  #497  
Old 07-22-2012, 12:53 PM
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Edited OP

Tank Spawn This is the only change to game type rules introduced by Authentic Mode
Tank spawn untied from waves. Tanks take 50 seconds to respawn, in countdown timer once killed form. Countdown timer should be tied to the class and not the player, Panzer IV takes 70 seconds. Other player picking that class of a tank recently destroyed will not reset that timer, and hence will not allow immediate spawn. If there is another tank commander class available, the game will interpret and change the timer for that of the other tank class that is not being currently used. Combined Arms maps only

Tank Combat
Rounds that shatter and penetrate should kill all the crew. Rounds that have enough energy to always penetrate, ''overmatch'', should have a greater probability of killing more crew members, if not the entire crew. A tank having lost all it's crew will not blow up, instead only disappear like a normal wreckage moments later. Panzer IV's main gun increased success rate dramatically against T-34, also against the frontal glacis, but not so much. Shots that penetrate should always stun the crew from performing their duties momentarily. Opening Up the hatches allow crew members to leave tank, à la Darkest Hour. Tank threads running over infantry have more success of killing, instead of dragging them foward. Panzer IV spawn countdown time 20 seconds greater than T34's 50 seconds
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  #498  
Old 07-22-2012, 07:19 PM
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Originally Posted by Rabid Penguin View Post
I disagree with having zoom in this fashion; you can’t zoom your eyes IRL. (I do support the iron sights zoom however, because it’s not ‘zoom’ per se: as has been discussed endlessly on these forums, it’s merely returning to the correct angle of vision, since the normal one is a lot wider than real life to compensate for viewing on a screen)
This is so astoundingly wrong in so many ways. Straight-up factually wrong in some places: To start with, the field-of-view in-game is significantly narrower in-game than it is in real-life, not the other way around (Roughly 80-90 degrees in-game, depending on monitor, while in real-life the human eyes' field-of-view approaches 180 degrees). The idea that free-zoom is unrealistic yet iron-sight zoom is realistic is simply self-contradicting (Seriously, how in the world would this be different? It's like you're saying the eye is only capable of viewing things at full quality when you stick some metal pieces in front of it). And finally, the continuing idea that zoom in-game is some sort of unrealistic bionic-eye ability, while ignoring the fact that the current unzoomed view is significantly worse than real-life (Not only a narrower field-of-view, but also zoomed out as well). The view we get in-game is like looking through low-power binoculars backwards.

I'll agree that the proposed keyboard layout seems horribly clunky. But then, I don't think the free-look feature would be used much (Actually, I doubt I'd use it at all), and certainly not enough to take a dominant place on the keyboard.
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  #499  
Old 07-22-2012, 07:31 PM
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So you admit that the normal view is zoomed out to compensate for the narrower field of view. Therefore what I said about iron sight zoom is correct: its not zoom per se, its the level of zoom we SHOULD be able to have all the time.
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Old 07-22-2012, 07:39 PM
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I'll just quote something from very old topic:

Quote:
Yes, another thread on this topic. Lots of people hate this feature while some love it. But I'm gonna give you an exemple of how it's realistic and why it's in-game.

Ok so here we have a picture of a river and some buildings at the distance. Here's is what a human would see, designed by the red lines.

http://www.hapoelshack.com/img/maxi/projet1wsw.jpg

In real-life you would see all that landscape, and even more! Because the human eyes can almost see up to ~170°

But on your screen, that's impossible because you would need a HUGE screen that would take almost all your room and that would curve around you.

So he're what it looks on your screen.

http://www.hapoelshack.com/img/maxi/projet2internet.jpg

Ha man that's PAINFULL! Look how everything is too close to you now and how your field of view is reduced! So to avoid everything to be this close and your gun to look like it's stuck on your nose, GAME DEVELOPPERS tend to zoom it out a bit. Like this :

http://www.hapoelshack.com/img/maxi/projet3internet.jpg

But by doing this, it screw all the distances and scale properties! So what was 50m looks like it's 100m now, and more and more. So in RO2 when you use the zoom feature, it takes you back to the correct scale by, of course, reducing your field of view. So when you zoom you can see the objects and world at distance like a human would :

http://www.hapoelshack.com/img/maxi/...nternetdhd.jpg


It takes you back to the correct scale until you zoom out.



I hope it helped some people to understand why the ZOOM feature IS realistic and is in-game.

A correct scale + field of view would be possible in videogames but you would need a bigass screen that would curve around you, something that the average gamer doesn't have unless he's rich and thought about that or something.

So you can't have the field of view + the correct scale in video games right now.

Here's a good quote :
Quote:
Originally Posted by Josef Nader
Your computer monitor has to represent your full vision scale, including peripheral, on a small 2D plane. It does this by zooming your view out so you can see more. Pressing the zoom key brings objects into NORMAL scale, the scale that you can see in real life, with full peripheral vision and everything. It is getting rid of the artificial peripheral that the computer has added in to prevent you from being oblivious.
Your thoughts?
Would be good to stop arguing over what has been explained so long ago. I think some topics should be sticky to help new discutants understand that we've heard them and are bored listening to old arguments time and time again.

Last edited by Holy.Death; 07-22-2012 at 07:40 PM.
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