View Full Version : Weapons, classes and bears oh my!
Defpotec
2nd May 2006, 03:45 AM
Right now it looks like (if I'm reading things right) that there will be 3 basic classes and 6 guns for the mod (at least on initial release.) Personally I think that varierty may become an issue. I think in some maps where it would be historically accurate, players should have the option of chosing different weapons for they're class. For example, if you spawn as a German assault/smg you could use either the MP40 or the MP44. A German MG'er could use MG34 or 42 (and there should be a very large difference between the two, RO does this well.)
Also class limitations may be important, not for limiting rifles/smg's, but it shouldn't be possible to spawn an entire team of MG'ers.
As kind of a side note, here is my take on rifles. I love pulling back the bolt manually in RO by pressing fire again, I'd love to see this implemented in your mod. Also, I think that secondary fire should be an ironsight, (it wouldn't zoom in very much, not hardly as drastically as DoD:S). It's main appeal should be to know exactly what you're aiming at, not to see halfway across the map. There should also be a bayo attatchment, when a bayo is attatched, you no longer can ironsight your rifle, but you gain the ability to *gasp* stab someone. Hard. In the head. Or stomache.
And finally for the sake of this thread's title, add bears.
Blue
2nd May 2006, 04:23 AM
Stens and Thompsons :o
I could see a problem between fixing your bayonet everytime an enemy aproaches, and taking it off again to use your sights. A second 'attack' command would be best in my oppinion.
Tostig
2nd May 2006, 08:45 AM
I support the motion to add bears to this game, comrade leader Defpotec! Onwards for ze motherland!
I understand that animators are rather hard to find these days, and that modellers come at a premium. Besides, it wouldn't really add that much to the gameplay.
What would be nice though would be a BF2 style squad system.
Jed
2nd May 2006, 11:01 AM
Personally I think that varierty may become an issue.
Well it hasn't been in testing so far. The limited weapons just now are down to issues with not having the artwork assets for the other weapons and still figuring out gameplay and balance. At the moment the sides are balanced which gives us a good foundation to work from.
I think in some maps where it would be historically accurate, players should have the option of chosing different weapons for they're class. For example, if you spawn as a German assault/smg you could use either the MP40 or the MP44. A German MG'er could use MG34 or 42 (and there should be a very large difference between the two, RO does this well.)
We've already considered this and it will be part of our special map set-up entity. You'll set the year, countries on each side, season, etc. and the relevent weapons, models, etc. will get used.
Also class limitations may be important, not for limiting rifles/smg's, but it shouldn't be possible to spawn an entire team of MG'ers.
We know. Its one thing we hated about DoD and never understood why the dev team didn't set default limits in the config anyway.
As kind of a side note, here is my take on rifles. I love pulling back the bolt manually in RO by pressing fire again, I'd love to see this implemented in your mod.
Not going to happen. It's outside out scope of "realism" - we're aiming for the missions and visuals to be realistic but we want the game itself to be simple to use. Working your bolt is an instinctive thing through training - in combat you wouldn't think about it, just do it. Hence the bot cycling will be done for you, leaving you to focus on important things like staying alive and thinking about tactics.
Also, I think that secondary fire should be an ironsight, (it wouldn't zoom in very much, not hardly as drastically as DoD:S). It's main appeal should be to know exactly what you're aiming at, not to see halfway across the map. There should also be a bayo attatchment, when a bayo is attatched, you no longer can ironsight your rifle, but you gain the ability to *gasp* stab someone. Hard. In the head. Or stomache.
Ironsights is something we're talking about internally but we're not decided yet. We're evaluating the pro's and con's for us rather than just adding them because other games have them.
The rifles have a melee attack - again, we just haven't finished the artwork and animation for them yet. The bayo is considered to be attached all the time and isn't removeable.
Stens and Thompsons
The Thompson will probably make an appearance in certain theatres.
What would be nice though would be a BF2 style squad system.
But then we'd just be BF2 with WWII weapons.
jackx
2nd May 2006, 02:40 PM
Good to hear that the focus is on (team)gameplay and authentic visuals instead of "zomg realsim!!!11oneonetwo" with gameplay that is ultimately just crap...
Having just a few solid and well-balanced classes that then, as time and ressources allow, get spiced up through additional visual diversity seems to me like a much better way to achieve "variety" as well as a feeling of immersion (given the visual/audio quality is of a high enough standard) than having two dozen "realistic" classes/equipment choices per side, of which then only two or three are used due to massive balancing issues.
(my personal pet pevee with regard to weapon variety would be "Eierhandgranaten" for the Germans)
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