How much does RS2 inherit from RO2/RS?

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krylosz

FNG / Fresh Meat
Feb 12, 2006
107
1
0
Munich, Germany
Yeah, protected spawn areas are the main problem here. I really see no need for them. It is a bad map design if everybody knows where the enemy spawns next.

[...]

I am all in for a better dynamic spawn system.

I think it's quite difficult to avoid that players know where the enemy spawns next, if they have played a map 500+ times. My main gripe with the spaw protection is, that on some maps, the spawns push forward too far/fast to areas, that are often still occupied. That's bad map design.

But a serious question: what kind of dynamic spawn system do you have in mind? Would you care to elaborate? I only can think of a system that would work for Vietcong ambush and surprise attack maps.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
You could have a choice of X number of random initial spawns and then player deployable spawns after that. Or just random spawns for each objective.

I'd happily see a RSOD only for the final spawn points, increasing the need to know where the enemy are would promote communication.
 

Patu.Kuovi

Member
Aug 19, 2007
249
14
18
I think it's quite difficult to avoid that players know where the enemy spawns next, if they have played a map 500+ times.

You just need some spawn locations you can choose from. It really doesn't matter if small part of the team happens to spawn into arty fire.

But a serious question: what kind of dynamic spawn system do you have in mind? Would you care to elaborate?

To that I have no answer. I personally love the "spawn to squad leader" function, it just needs to be tweaked so that nobody would spawn right into enemy fire. I am sure others have better ideas for this.
 

AngryKoala

FNG / Fresh Meat
Jun 29, 2013
52
0
0
To that I have no answer. I personally love the "spawn to squad leader" function, it just needs to be tweaked so that nobody would spawn right into enemy fire. I am sure others have better ideas for this.
A mechanism where players cannot spawn on an SL who is suppressed or who was within a certain radius of an arty shell may add some safety measures and encourage SL's to have sane spawn points. An indicator can show up for the SL if players cannot spawn on them.
 

Patu.Kuovi

Member
Aug 19, 2007
249
14
18
A mechanism where players cannot spawn on an SL who is suppressed or who was within a certain radius of an arty shell may add some safety measures and encourage SL's to have sane spawn points. An indicator can show up for the SL if players cannot spawn on them.

Those all sound good, especially the indicator. Needs playtesting to be sure though.
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,574
63
48
Baltimore, Maryland
steamcommunity.com
RS2 will have a number of refinements to systems that were previously in RO2. Some systems are being updated and some won't be changed. We will get into more detail in the near future.

I want to encourage you guys to speak up about what you liked about RO2/RS and make suggestions on how we can improve the bits you don't like. I want to get these forums buzzing and I need your guy's help. Bring your buddies over from the RO2/RS section and get them to discuss what they'd like to see in a Cold War era Red Orchestra game.

Hmmm.....
A lot of things to be honest.
This might span a few pages, I really don't know, let's see what happens!
Here's a complaint: It should have been Korea! :(
All jokes aside, let me get started with Mod friendly possible changes:
Wiki
- More information on the wiki ( I mean tutorial wise, info was good, but could have gone more in depth.) Maybe even a video tutorial series! That and the wiki isn't integrated with the forum accounts.
Now that would get the modding community going!

UE3 UDK Style Starter Content
- simple weapon with base animations
- Pawn and Weapon code stemming from the child first child classes of UE3 base code.
- A really basic map, to show how the game works with the kismet, matinee, etc.
Nothing fancy obviously but, something like this would help people who are interested but don't know where to start, and without stuff like this, can be very intimidated.
I'll add to this later...
 

JanMz

FNG / Fresh Meat
Oct 23, 2013
62
2
0
Ohnein, you make it sound like you are just starting with the project, lol.
It's a bit odd asking for feedback a couple of months before release and many years since ro2/rs release. One would think you would have all the necessary info you need by now. There's tons of feedback accumulated on these forums. Maybe go and read it ? ;)