Hardcore Realism Suggestions Package and Proposal, to Tripwire, modders and community

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Hardcore Realism Suggestions Package and Proposal, to Tripwire, modders and community


  • Total voters
    198

ross

FNG / Fresh Meat
Jun 9, 2010
778
53
0
Australia
shuntyard.blogspot.com
I wouldn't make cleaning a thing. Cleaning a rifle even really quickly takes too long to be a fun or interesting (or even tolerable) mechanic in a MP shooter. Perhaps base it off how long you're alive - newer players who die often won't suffer, but someone who's been dominating all round might run into trouble.

Honestly even that is a pretty poor system, but for now I'm at a loss for better ideas. I'll have to give it some thought.
 

El Conejo Peligroso

FNG / Fresh Meat
Feb 18, 2011
144
5
0
I wouldn't make cleaning a thing. Cleaning a rifle even really quickly takes too long to be a fun or interesting (or even tolerable) mechanic in a MP shooter. Perhaps base it off how long you're alive - newer players who die often won't suffer, but someone who's been dominating all round might run into trouble.

Honestly even that is a pretty poor system, but for now I'm at a loss for better ideas. I'll have to give it some thought.

That idea in itself isn't bad, but the result will be people will throw their lives away by doing kamakazi acts(just what we don't want) - we want lives to count more not less.

You can shoot a bolt action rifle all day and not have trouble, and as for the others, at most a game lasts an hour, so aside from overheating.

Bad idea for a fps.:(
 

El Conejo Peligroso

FNG / Fresh Meat
Feb 18, 2011
144
5
0
Yes, but it gives the player an option to clean/repair the weapon if he so wishes, making it somewhat controllable. Random jamming is... random. It's like throwing a dice in the turn-based strategy war game; it brings luck to the table. There are people who might not like that. If my weapon would randomly jam in STALKER without any control on my part it would be more annoying rather than climatic.

There is quite a number of things I'd like; dragging comrades away to safety and bandaging, jamming is amongst them. I am not against the idea, but it's very important how you implement it.

Actually, this got me thinking, maybe given more honor, your pssh, mp40, might be more reliable. I don't know, just an idea.
 

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
You're not going to be firing enough rounds through a weapon in RO2 to make cleaning it cause any appreciable difference in the frequency of jams. To do so, it would have to be an exaggerated effect like some games make it; super-fast deterioration, super-fast cleaning. At that point we're rather less realistic than we have now.
 

Sarkis.

FNG / Fresh Meat
Jun 6, 2012
1,467
29
0
The only cleaningless feature should be the weapon external cleaningless from 1 to 3, for pure cosmetics. The jamming and misfires, if ever implemented, should be completely unrelated to cleaningless internal or external. Should answer only to historical accuracy, which weapons actually jammed more and about how often, and on top of that, jams should probably be made rarer than in real life, and pretty straight foward to clear up. There is also misfires but i guess we could treat jamming as misfires as the same problem for it to be simpler in game
 

ross

FNG / Fresh Meat
Jun 9, 2010
778
53
0
Australia
shuntyard.blogspot.com
That idea in itself isn't bad, but the result will be people will throw their lives away by doing kamakazi acts(just what we don't want) - we want lives to count more not less.

You can shoot a bolt action rifle all day and not have trouble, and as for the others, at most a game lasts an hour, so aside from overheating.

Bad idea for a fps.:(
I actually caused a misfeed followed by a jam in the first five rounds I ever shot out of my 91/30, and used to have constant rimlock woes with my Enfield. Similarly I caused my dad's Weatherby to fail to feed because I didn't pull the bolt back just the extra fraction of an inch it needed to pick up the rounds I had pushed just slightly too far back in the magazine... you can make any weapon jam with inexperienced loading. With experience, I have not rimlocked a round in something like two years with the Enfield, and I haven't had trouble with the Mosin since that first mess either. Same deal with the Weatherby.

This is the problem... almost every weapon in the game, except the G 41, is inherently reliable and will not really jam short of neglect, dud rounds (manually work action, continue firing) or incorrect loading. Since loading is a canned animation outside of player control, it is unfair and rather arbitrary to make it load incorrectly at times and correctly at others. Even basing it off of weapon level, it becomes a penalty exclusive to new players.

As I said, I do like the idea of a serverside jamming option, I'm just at a loss to describe a way it should work that isn't really one-sided and frustrating.

e/ Wait, I think I've got it - rapid fire. If someone is cranking out shots as fast as the weapon will chamber them, or making extended bursts/magdumps, increase the likelyhood of a jam each time. This will only really affect people doing dumb stuff which, realistically, does have a pretty good chance of causing some kind of stoppage.
 
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Sarkis.

FNG / Fresh Meat
Jun 6, 2012
1,467
29
0
e/ Wait, I think I've got it - rapid fire. If someone is cranking out shots as fast as the weapon will chamber them, or making extended bursts/magdumps, increase the likelyhood of a jam each time. This will only really affect people doing dumb stuff which, realistically, does have a pretty good chance of causing some kind of stoppage.

We got a winner :eek: great idea !
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
0
Deutschland
Nice idea. that will stop all the amoks with their Ppsh, MP40, Mkb and MGs :D

We need this feature in realism and classic mode!
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
Realism?? Nah...... far too many are enjoying Realism Mode the way it is...

Hobble Classic all you wish. ;)

I've got nothing against all the brainstorming in this topic, but I don't want to see either Realism or Classic turn into this, especially Classic.

They should really be pushing for a Mod team to form in order to create this "New" mode. Otherwise, and I'm sorry to say this (no offense intended), all you have are a bunch of idea men with no one to implement anything discussed.
 

El Conejo Peligroso

FNG / Fresh Meat
Feb 18, 2011
144
5
0
Nice idea. that will stop all the amoks with their Ppsh, MP40, Mkb and MGs :D

We need this feature in realism and classic mode!

We actually do kind of need or own mode. In reality it would have to be a mod though, I don't think TWI will do this.

Realistic is not realistic, and classic is, well, okay but not all that ro2 should be.

In short, we need a "hardcore" mod where these concepts can come to fruition. A mod for the historically and tactically minded in short.
 

OneBloodyHero

FNG / Fresh Meat
Sep 22, 2009
272
76
0
Canada
I've got nothing against all the brainstorming in this topic, but I don't want to see either Realism or Classic turn into this, especially Classic.

They should really be pushing for a Mod team to form in order to create this "New" mode. Otherwise, and I'm sorry to say this (no offense intended), all you have are a bunch of idea men with no one to implement anything discussed.

Based on the topic, this is a proposal/brainstorming thread. So yeah, there should only be ideas discussed... Don't say hop before you jump.
 
  • Like
Reactions: Sarkis.

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
I have a feeling the 4 people who rated this thread with 5 stars will create this mod **mysterious music**.
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
Specific spawn time of specific units
Longer time spawn waves for all classes (35s). No spawn in waves, but instead, countdown timer once killed for: Machine Gunners (35s), Marksmen (35s), Squad Leaders (40s), Commander (40s) and Tankers (60s). So that if you are more powerful, you are also harder to replenish. And for a slower game pace

I like this idea, but not for the Squad Leaders. The reason being that this will often prevent them them from sapwning with their squad. As stated as point 1) in this thread: http://forums.tripwireinteractive.com/showthread.php?t=80233, I would do the following:

- Instead of 1 global spawn queue, each Squad has its own spawn queue. This means that the people you spawn with are your squad mates.

-> Now, in the spirit of the quoted OP's suggestion, on top of the above, we can add:

- When a SL dies, the next Squad respawn queue is increased with 5s, (only if there isn't already an existing spawn queue for your Squad counting down)

-> This way there is still extra long spawn for the SL in some cases, but this will never prevent him from spawning with other dead Squad Members.
-> Note: this also means the spawn time of squad members can be negatively affected by the SL dying. Protect him!

Edit1: Thinking more on it, I'm not sure increasing regular spawntime to 35s is a good idea. I think it is too much, and it might create 'empty' battlefields. Remember we are portraying/abstracting battles here that are much bigger than 32 v 32. A smaller increase might be in order. It should not be a set number, as spawn times vary from map to map. So maybe +5s would do.

Edit2: I also don't like this feature for MGers, as it prevents them from spawning with their squad. So I propose regular spawns for LMGers.

Edit3: I don't think 60s is enough for tankers, it should be even more. I'm thinking about 2 minutes, to really make those tank kills count. Tank crewmen are free (but not forced) to join other classes when dead. A message + timer informs the team when a new tank is available. This is taken from thread: http://forums.tripwireinteractive.co...ad.php?t=79897.

Forced Respawns on Radio
Commander Forced Respawns have to be called from a radio and do not affect Commander or Tankers (Territory Maps Only)

I like the part about the Commander and Tankers being exluded, makes sense.

I am not sure about the other part, as this would severly limit the use of this feature. That being said, I do not like the current implementation: since it is limitless in availability and on a timer, it is too much of a spam-ability: use it quickly now, so you will have your next one A.S.A.P.

What I would suggest is that it is limited in number, with no cool down. Maybe 3 - 4 in a match. Use them wisely.


More feedback to come!
 
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