So how would you explain implementation of arcade game elements into Red Orchestra?
- mobile respawns
- player progression (including stats boost, like less recoil)
- weapon unlocks
- weapons which are totally not historical correct (e.g. silenced weapons)
- scout plane and radar (yes, with scout plane it works like radar)
I agree, you should make game more accessible, however you don't need to ruin original RO gameplay doing it. SP campaign, good detailed tutorials, better HUD/hints and easier key layout should do a thing.
I also agree with many of the above ( Non-Historic Weapons, Scout Planes ), and to include many of my own such as:
- No Heavy Arty ( out of scope of RO...standard Mortar barrages are ok in larger maps ).
- Realistic movement ( in vids units seem to move way to quickly including going up-down stairs and through rough terrain, Units also seem to tire less then in RO1 ).
- Realistic switch of weapons and Ammo ( should take a few seconds, and not just one )
- No Zoom ( keep the same FOV as in RO1 or lower it abit ).
- Im sure there are couple other things.
However, some things are a nice feature if only done realistically.
Player progression and weapon unlocks are nice as Units can begin their journey from Green to Vet.
This works well if a player gets the normal points for a KO and helping Team, but loose points if yourself is KO or help team loose points. This balancing will make it much harder to progress ( take much longer ) to the next level.
An even more realistic way is that a player who dies even once in a game will get no points ( your dead and therefore can't progress...you must take another avatar, and start from scratch ).
This will force players to think of this game more as a simulation rather then an arcade...All the more reason to join a "Realism Clan" or Server.