Hello Everyone.
I am a dedicated Operation Flashpoint player who has been persusaded to get Red Orchestra. I am quite impressed at the fluidity of the infantry engagments and the possibilities for some very nice gameplay.
However, as with most FPS games RO is dominated by rambos and online gameplay is really quite dire, across the board.
The obvious problem is the people who play it, however I have a bunch of people who are used to using teamwork and I can easily get more by the looks of your "tactics" section in this forum.
The secondary problem is level design, it is currently very ... 'gamey' and not very inducive of teamwork at all. I can think of some ways to make it better but I really have no idea if they could be implemented easily or by using an SDK or such.
Here is an example scenario.
Location: Basovka Train Station
Allied Setup:
Your platoon has been ordered to defend the Basovka train station. You expect to be attacked by the enemy in force.
Rifle Platoon:
> 4x Rifle Squads
> 1x MG Team
Rifle Squad: SL/TL/5xRifle/MG
MG Team: TL/2xMG
Support: 4x Artillery Strikes
Man Count: 35
Objective: Defen Basovka Train Station!
Axis Setup:
Your company has been ordered to attack the Basovka train station. You expect the objective to be defended by an isolated infantry platoon.
Rifle Company:
> 3x Rifle Platoons
Rifle Platoon:
> 3x Rifle Squads
Rifle Squad: SL/TL/5xRifle/MG
Man Count: 72
Objective: Attack Basovka Train Station!
So basically the Axis are attacking with greater numbers against a defended position. So it evens out. The Allies also have limited artillery support, for those tough situations.
Now for the grouping and respawn. The focus is to make 1 or 2 complete infantry sections per side and do a respawn when 1 full section is fully depleted.
E.G. An Axis squad of 8 attacks 2 Allied squads of 16, they fire and move and kill some of the allied guys but they all fall victim to one well placed grenade. The whole Axis squad respawns on the other side of the map and begin their attack again. The allied squads work the same way, but they have much less distance to get back into their defending positions.
In order for the Axis to be successful they need to dip duck dodge and dive while suppressing the enemy simultaneously ...
In order for the Allies to be successful they need to assign fire sectors, communicate and stay alert.
Win Conditions: If the Allied platoon is killed (No more reinforcements) the Axis can consider Basovka to be theirs. Vice versa for the allies. No silly flags neccessary.
The gameplay is designed to encourage cohesion/suppressive fires and movement/leadership/communication.
Now, the crux, is this actually possible?
I am a dedicated Operation Flashpoint player who has been persusaded to get Red Orchestra. I am quite impressed at the fluidity of the infantry engagments and the possibilities for some very nice gameplay.
However, as with most FPS games RO is dominated by rambos and online gameplay is really quite dire, across the board.
The obvious problem is the people who play it, however I have a bunch of people who are used to using teamwork and I can easily get more by the looks of your "tactics" section in this forum.
The secondary problem is level design, it is currently very ... 'gamey' and not very inducive of teamwork at all. I can think of some ways to make it better but I really have no idea if they could be implemented easily or by using an SDK or such.
Here is an example scenario.
Location: Basovka Train Station
Allied Setup:
Your platoon has been ordered to defend the Basovka train station. You expect to be attacked by the enemy in force.
Rifle Platoon:
> 4x Rifle Squads
> 1x MG Team
Rifle Squad: SL/TL/5xRifle/MG
MG Team: TL/2xMG
Support: 4x Artillery Strikes
Man Count: 35
Objective: Defen Basovka Train Station!
Axis Setup:
Your company has been ordered to attack the Basovka train station. You expect the objective to be defended by an isolated infantry platoon.
Rifle Company:
> 3x Rifle Platoons
Rifle Platoon:
> 3x Rifle Squads
Rifle Squad: SL/TL/5xRifle/MG
Man Count: 72
Objective: Attack Basovka Train Station!
So basically the Axis are attacking with greater numbers against a defended position. So it evens out. The Allies also have limited artillery support, for those tough situations.
Now for the grouping and respawn. The focus is to make 1 or 2 complete infantry sections per side and do a respawn when 1 full section is fully depleted.
E.G. An Axis squad of 8 attacks 2 Allied squads of 16, they fire and move and kill some of the allied guys but they all fall victim to one well placed grenade. The whole Axis squad respawns on the other side of the map and begin their attack again. The allied squads work the same way, but they have much less distance to get back into their defending positions.
In order for the Axis to be successful they need to dip duck dodge and dive while suppressing the enemy simultaneously ...
In order for the Allies to be successful they need to assign fire sectors, communicate and stay alert.
Win Conditions: If the Allied platoon is killed (No more reinforcements) the Axis can consider Basovka to be theirs. Vice versa for the allies. No silly flags neccessary.
The gameplay is designed to encourage cohesion/suppressive fires and movement/leadership/communication.
Now, the crux, is this actually possible?