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#1
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A respawn button (which is currently disguised as a 'continue' button). I hate suffering fatal heart attacks on the battlefield when I accept a battlefield commission.
Make running in Classic mode slightly more possible. Maybe leave the speed alone, but give the players more endurance - you can sprint maybe 10m and then you're basically out of stamina. Hopefully this would attract more people to the gamemode, as it is currently under-appreciated by the mainstream players in my opinion (just due to the fact that there are no classic NORTH AMERICA servers populated). And really, if one looks at the name 'classic', there is nothing to insinuate that it is more realistic than 'realism' mode. More meat-grinder style maps. The devs seem to enjoy making maps where there are large obstructions for nearly every firing angle, ensuring that you only have ONE CHANCE to down the enemy as they are advancing. Bridges of Druzhina revitalizes the meat-grinder style map very well in my opinion; one can avoid being killed outright if he sprints from ditch to ditch, going prone in each one and waiting some time before going to the next. This begs a team-coordinated assault where you're going to suffer many casualties yet with proper teamwork still take the objective. On most of the default maps I see the casualty rates are about equal because of this obstructive map design, and makes it feel sort of like a team deathmatch. Hopefully, in the future, more dynamic and player-driven interactions. There are definitely too many hand-holdy features. One I will name is voice commands. They're rendered basically useless by the fact that the models belch out ambient voice queues whenever they feel like, even when set to 'minimal'. Everything from "I'm scared" to a soldier yelling "Artillery, get down!" when fired upon by a machine gun. This can be remedied by restoring initiative to the players. We don't need the game to do it for us; sure it may be more cinematic, but it's less fun and we lose that gritty, raw RO experience that drew us in in the first place. Remove the feature to self-bandage. Make it so only teammates can bandage each other, using the ctrl key as usual. Perhaps increase the length of time that a person has before they bleed out in order to facilitate this. I think it would be neat if sometimes a player could drop to the ground upon being shot and then have the option to bandage, rather than it always be standing, like it is currently. I'm glad we finally have coloured chat, but there is more to be done
Last edited by Spacehogking; 02-17-2013 at 12:32 PM. |
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#2
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Also, dropping to the floor once hit could work really well.
__________________
Win7 64bit Intel i7 DO 2.66Ghz, ASUS GTX285 TopGigabyte EX58-UD5, 3x2GB Cosair Dominator 1866Ghz
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#3
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Totally agree, why do I still need to be told that I can mantle something. Or that i can lean on something. Quote:
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There are lots server admins can do either by putting their server in custom mode and tweaking the setting and also by installing some of the mutators that are available. Last edited by Cat_in_da_Hat; 02-19-2013 at 03:04 AM. |
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#4
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Not lately...... whitelisting narrows the choices way down.
Last edited by Mike_Nomad; 02-19-2013 at 07:17 AM. |
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#5
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I dont disagree but you would be surprised at what you can do and still remain white-listed.
People seem way to hung up on labels like Classic, Realism et al. What next, Modified Classic, Realism Lite, fricken Classic with a dash of spice. Just play a server and if you like it, fav it and then return. |
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#6
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Here is one i may have mentioned a year or more ago:
Assists for SL spotters on things that are later destroyed, whether it be tanks, individual troops or better still for their role in spotting for artillery (+1 for a spotted kill assist, -1 for spotted tk "assist"). I`m not just saying this because i play SL a lot...
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www.codbrothers.co.uk |
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#7
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On this, another good idea would be to reward SLs for good smoke placement.
Have a areas on the map not visibly marked but somehow tagged as 'smoke hot spots' and if the SL pops smoke in there they get some points. SLs will soon work out where the hot spots are but they already should if they are worth their salt. Might be difficult to program but not a bad little idea. |
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#8
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This is truly an unappreciated art. I ALWAYS appreciate a SL with a knack for the smoke.
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#9
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Hmm, I think that is not really a good idea.
A SL or TL who throws good smoke, already helps the team score more points by making it easier to clear the objective. It's about the team, not about you! Beside, battles are dynamic, so "smoke hot spots" are dynamic as well. (except maybe in the stock maps, which are so lineair ).
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#10
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Someone that uses smoke wisely can make all the difference in winning a map.
__________________
Win7 64bit Intel i7 DO 2.66Ghz, ASUS GTX285 TopGigabyte EX58-UD5, 3x2GB Cosair Dominator 1866Ghz
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#11
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#12
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#13
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............................ oh wait......that wasn't a dream, that was real RO, and it sucked.
__________________
One German officer decried the Russian use of what he called "gangnam-style tactics" in his diary, likening the fighting style of Russian submachine-gunners to that favored by South Korean mobsters. |
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#14
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My sentiments exactly!
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#15
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Spoiler!
Last edited by CocaineInMyBrain; 02-25-2013 at 04:07 PM. |
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#16
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However, all this could have been tweaked. The chance of losing your weapon could be lowered, ammo could be separate from the weapon (meaning you can drop your weapon without dropping its ammo) and maybe arty could have made you lose your weapon and made good use of the ragdoll effects within a limited range. But none of this was added because of the casualisation of the game. Last edited by Cyper; 02-26-2013 at 03:36 AM. |
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#17
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Eh, weapon dropping was a gimmick feature without much merit and hardly the worst casualty of the game's casualization. In the process of losing it, we got a basic wounding and bandaging system, which reflects what happens to the body when shot, which is more important and more accurate than focusing on what happens to the soldier's gun. If anything, weapon dropping would be better implemented as an ancillary part of wounding animations - for example, the soldier could have a random chance to fall down from shock when wounded - as part of the animation, the soldier drops the gun when he hits the ground, and if/when he gets back up, he automatically looks around and grabs it.
There really is no realism advantage in forcing the player to walk around awkwardly hunting their gun like a documentarian attempting to film a field mouse running by his feet in a maintenance closet. Quite the opposite, actually, since looking around for small objects on the floor by aiming a screen with a mouse is far more clumsy than using one's real life eyes, and RO's system for picking things up off the ground eschews basic real life considerations like bending down to pick them up, and seeing your knees and hands, and making use of a free hand or two. If I were to make a list of desired changes and features based on casualization being reversed, weapon dropping would definitely be at the bottom, if it were on the list at all. Also, real soldiers use rifle slings.
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One German officer decried the Russian use of what he called "gangnam-style tactics" in his diary, likening the fighting style of Russian submachine-gunners to that favored by South Korean mobsters. |
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