Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Red Orchestra 2 / Rising Storm Forums > RO2/RS General > Ideas and Suggestions

Reply
 
Thread Tools Display Modes
  #1  
Old 02-17-2013, 12:00 PM
Spacehogking's Avatar
Spacehogking Spacehogking is offline
Senior Member
 
Join Date: Aug 2011
Posts: 104
Default A Few Suggestions

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.
Reply With Quote
  #2  
Old 02-18-2013, 07:46 AM
PhoenixG's Avatar
PhoenixG PhoenixG is offline
Member
 
Join Date: Sep 2011
Posts: 44
Default

Quote:
Originally Posted by Spacehogking View Post
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.
Totally agree, auto player voice chat has give my position away many a time.
Quote:
Originally Posted by Spacehogking View Post
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.
Like the idea of team-mates having to bandage you, this would defo encourage teamplay. Or maybe introduce a medic class?
Also, dropping to the floor once hit could work really well.
__________________
Win7 64bit
Intel i7 DO 2.66Ghz, ASUS GTX285 Top
Gigabyte EX58-UD5, 3x2GB Cosair Dominator 1866Ghz
Reply With Quote
  #3  
Old 02-19-2013, 03:00 AM
Cat_in_da_Hat Cat_in_da_Hat is offline
Senior Member
 
Join Date: Dec 2006
Posts: 845
Default

Quote:
Originally Posted by Spacehogking View Post
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.
Tell your server admin to switch to from classic to custom mode. when done in that order, it will initially have all the classic settings and they just need to go change the stamina setting.

Quote:
Originally Posted by Spacehogking View Post
There are definitely too many hand-holdy features.
Totally agree, why do I still need to be told that I can mantle something. Or that i can lean on something.

Quote:
Originally Posted by Spacehogking View Post
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'.
Again speak to your server admin as there is a mutator they can install on their server that can reduce the amount of auto chatter or totally eliminate it. It is called the Shut up mutator. Fitting name right?


Quote:
Originally Posted by Spacehogking View Post
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.
Wouldn't it be great if when you got shot you dropped your weapon. That would be a step forward for RO wouldn't it. . . there is something in the back of my mind reminding me of something . . . hmmm cant put my finger on it.

Quote:
Originally Posted by Spacehogking View Post
I'm glad we finally have coloured chat, but there is more to be done
And you can thank a mutator developer for that. It was available to server admins that are into putting mutators on their servers well before TWI made it part of the main build.

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.
Reply With Quote
  #4  
Old 02-19-2013, 07:16 AM
Mike_Nomad's Avatar
Mike_Nomad Mike_Nomad is online now
Senior Member
 
Join Date: Feb 2006
Location: Florida, USA
Posts: 4,463
Default

Quote:
Originally Posted by Cat_in_da_Hat View Post
- - - snip - - -

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.
Not lately...... whitelisting narrows the choices way down.
__________________
Regards,


Last edited by Mike_Nomad; 02-19-2013 at 07:17 AM.
Reply With Quote
  #5  
Old 02-19-2013, 07:38 AM
Cat_in_da_Hat Cat_in_da_Hat is offline
Senior Member
 
Join Date: Dec 2006
Posts: 845
Default

Quote:
Originally Posted by Mike_Nomad View Post
Not lately...... whitelisting narrows the choices way down.
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.
Reply With Quote
  #6  
Old 02-19-2013, 08:15 AM
|Brothers|-York |Brothers|-York is offline
Member
 
Join Date: Aug 2011
Posts: 45
Default

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...
__________________
www.codbrothers.co.uk
Reply With Quote
  #7  
Old 02-19-2013, 10:09 PM
Cat_in_da_Hat Cat_in_da_Hat is offline
Senior Member
 
Join Date: Dec 2006
Posts: 845
Default

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.
Reply With Quote
  #8  
Old 02-19-2013, 11:52 PM
nymets1104's Avatar
nymets1104 nymets1104 is offline
Senior Member
 
Join Date: Dec 2012
Location: USA
Posts: 235
Default

Quote:
Originally Posted by Cat_in_da_Hat View Post
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.
YES!

This is truly an unappreciated art. I ALWAYS appreciate a SL with a knack for the smoke.
__________________
Reply With Quote
  #9  
Old 02-20-2013, 04:37 AM
Lord_Lovat Lord_Lovat is offline
Senior Member
 
Join Date: Dec 2011
Location: Belgium
Posts: 421
Default

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 ).
Reply With Quote
  #10  
Old 02-20-2013, 09:22 AM
PhoenixG's Avatar
PhoenixG PhoenixG is offline
Member
 
Join Date: Sep 2011
Posts: 44
Default

Quote:
Originally Posted by nymets1104 View Post
This is truly an unappreciated art. I ALWAYS appreciate a SL with a knack for the smoke.
My days on DOD:s where players would drop smoke in spawn used to really P*** me off and I have seen it happen a few times in RO2. Thankfully not that often.
Someone that uses smoke wisely can make all the difference in winning a map.
__________________
Win7 64bit
Intel i7 DO 2.66Ghz, ASUS GTX285 Top
Gigabyte EX58-UD5, 3x2GB Cosair Dominator 1866Ghz
Reply With Quote
  #11  
Old 02-23-2013, 10:07 AM
Spacehogking's Avatar
Spacehogking Spacehogking is offline
Senior Member
 
Join Date: Aug 2011
Posts: 104
Default

Quote:
Originally Posted by Cat_in_da_Hat View Post
Tell your server admin to switch to from classic to custom mode. when done in that order, it will initially have all the classic settings and they just need to go change the stamina setting.



Totally agree, why do I still need to be told that I can mantle something. Or that i can lean on something.



Again speak to your server admin as there is a mutator they can install on their server that can reduce the amount of auto chatter or totally eliminate it. It is called the Shut up mutator. Fitting name right?




Wouldn't it be great if when you got shot you dropped your weapon. That would be a step forward for RO wouldn't it. . . there is something in the back of my mind reminding me of something . . . hmmm cant put my finger on it.



And you can thank a mutator developer for that. It was available to server admins that are into putting mutators on their servers well before TWI made it part of the main build.

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.
This is another problem. RO2 needs to know what it is and where it stands as a product, not be a "WW2 Eastern Front Sandbox Do Whatever The Hell You Want With It Shooter". It needs to be a definitive experience, have its base, core/fundamental values and what it is trying to portray. This is another aspect that is killing the game - in fact there needs to be more hand holding in this area.
Reply With Quote
  #12  
Old 02-23-2013, 05:46 PM
Cyper Cyper is offline
On Vacation
 
Join Date: Sep 2011
Location: Sweden
Posts: 1,267
Default

Quote:
Originally Posted by Spacehogking View Post
This is another problem. RO2 needs to know what it is and where it stands as a product [...] It needs to be a definitive experience, have its base, core/fundamental values and what it is trying to portray.
Reply With Quote
  #13  
Old 02-25-2013, 08:28 AM
GnaM's Avatar
GnaM GnaM is offline
Senior Member
 
Join Date: Feb 2006
Posts: 233
Default

Quote:
Originally Posted by Cat_in_da_Hat View Post
Wouldn't it be great if when you got shot you dropped your weapon. That would be a step forward for RO wouldn't it. . . there is something in the back of my mind reminding me of something . . . hmmm cant put my finger on it.
Dude...I feel like I had this crazy dream one time where in RO, getting shot always made you loose your gun and all your clips went flying out of your pockets like a kid taking a yard sale spill on a ski slope, and then to get back in the fight, you had to walk around in circles for 2 minutes mashing G till all your gear was collected.

............................

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.
Reply With Quote
  #14  
Old 02-25-2013, 03:54 PM
TrOOper's Avatar
TrOOper TrOOper is offline
Senior Member
 
Join Date: Jul 2006
Location: your moms house!
Posts: 397
Default

Quote:
Originally Posted by GnaM View Post

oh wait......that wasn't a dream, that was real RO, and it sucked.
My sentiments exactly!
Reply With Quote
  #15  
Old 02-25-2013, 04:03 PM
CocaineInMyBrain's Avatar
CocaineInMyBrain CocaineInMyBrain is offline
Senior Member
 
Join Date: Sep 2011
Posts: 899
Default

Quote:
Originally Posted by GnaM View Post
Dude...I feel like I had this crazy dream one time where in RO, getting shot always made you loose your gun and all your clips went flying out of your pockets like a kid taking a yard sale spill on a ski slope, and then to get back in the fight, you had to walk around in circles for 2 minutes mashing G till all your gear was collected.

............................

oh wait......that wasn't a dream, that was real RO, and it sucked.
Hardcore Realistic Elite Tactical Veteran Strategic game-play elements that the filthy casual cannot comprehend with his simple mind.






Spoiler!

Last edited by CocaineInMyBrain; 02-25-2013 at 04:07 PM.
Reply With Quote
  #16  
Old 02-26-2013, 03:31 AM
Cyper Cyper is offline
On Vacation
 
Join Date: Sep 2011
Location: Sweden
Posts: 1,267
Default

Quote:
Originally Posted by GnaM View Post
Dude...I feel like I had this crazy dream one time where in RO, getting shot always made you loose your gun and all your clips went flying out of your pockets like a kid taking a yard sale spill on a ski slope, and then to get back in the fight, you had to walk around in circles for 2 minutes mashing G till all your gear was collected.

............................

oh wait......that wasn't a dream, that was real RO, and it sucked.
Getting shot didn't always result that you dropped your weapon. Only if you got hit in the arm. It's indeed stupid and not very logical that your ammo pouches were flying all over because you dropped your gun. Neither is it realistic.

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.
Reply With Quote
  #17  
Old 02-26-2013, 09:56 AM
GnaM's Avatar
GnaM GnaM is offline
Senior Member
 
Join Date: Feb 2006
Posts: 233
Default

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.
__________________
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.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 10:57 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC