suggestions for RTCW2


(]UBC[ McNite) #81

RtCW’s expanding and contracting “crosshairs”. They are so cool. Might discourage bunny hopping.

You have them in ET, its just that you can disable the visible effect on the crosshairs with your cfg-settings.


(bigstick) #82

I hope the game designers r reading this! I agree 1000% with towelie here. :drink: He has loads of experience running ET servers to … not just another ET player like me.


(amazinglarry) #83

Wow… while this is another “Rambo Med Wah” post, it’s somewhat reasonable. Not the “take all the med’s ammo away” or “don’t let him self heal” etc.

The only problem I see in it… is that giving out healthpacks is essentially the same thing as an engineer with pliers except that the player would have to be right up to the player being healed. A MAJOR problem with his is, chasing down the idiots who call for a medic, and need healing. Nobody likes to stand still in this game, and with med packs it’s a lot easier to try to get ahead of them and just drop them behind you.

Again, even with the med packs, you still don’t have direct access to your weapon or anything, as you got the packs out, so you still have to switch to your weapon when you see somebody or you get shot at. It would be the same thing as having “pliers” out. Still switching, just like with packs.

The raising teammates is rather interesting too. I think I really like that idea. While it’s fun for me (to just jump off buildings and stuff and raise people instantly and keep running) I think that may add some degree of balance, opposed to a medic running into a room where people forgot to gib and just “bam bam bam bam bam” the whole team is up again. Though if we were to use the “fixing the player” thing… what would be the point in gibbing? :disgust:

Tough gameplay issues, but much cooler ideas. :smiley: :beer:


(Vaibhav) #84

Great ideas


(guerilla) #85

CHAIR DEFENSE!


(Ragnar_40k) #86

What I want to see is some kind of scripted campaign, where the outcome of a map determines the next map played. Maybe the winning team could vote for next map. So the maps are part of a greater area and connected to each other. Depending from which direction the attacker/defender is coming different map scripts could be loaded. I have something like Panzer General: Barbarossa or Close Combat: Invasion Normandy in mind.


(Fusen) #87

but then why would a medic take his time and jeperdize(sp) his life to heal a nub who will die 10 seconds after being healed? all that would do is create less reviving medics


(Ragnar_40k) #88

In the ETPro forums i suggested the following:

How about splitting up medics into 2 different subclasses:

* Medic with pistol/akimbo, knife, 20HP health packs (1XP per pack) and 10/12 needles, extra medic health, regeneration (like before, but w/o SMG).
* Paramedic with SMG, pistol/akimbo, knife, 10HP health packs (and 0.5XP per pack) and 2/3 needles, no extra medic health, regeneration (kinda SMG Soldier with a first-aid kit).

Maybe players with full stamina could regenerate to half health (like in Wild West mod) when they near a “real” medic.


(DG) #89

I dont know wether rtcw2 would be orientated more towards RTCW or ET, personally I’d prefer RTCW if it was a choice between the two. Even better tho, but probably would be too much dev time, skip CP & Objective and just focus on having a fully developed Stopwatch plus a fully developed Campaign system (scripted similar to above). Most maps could be releated between the two versions, but having them extended for the campaign gametype.

I’m not really sure if they would be able to hammer in large maps approaching the scale of fueldump into DOOM3 engine, even by 2007 or whenever. Maybe go with ‘rtcw’ style for release and have “ET2” style as expansion pack?

I really wouldnt want to see any more complication in the classes or any additional classes TBH.


(ofoneblood) #90

In my opinion keep:

Quake-style game play
Rate of fire in ET (ET made use of strafe)
Keep strafe-jumping
Cross-hairs and customizable size, shape, and color
Old RtCW maps
Head in bottom corner, I NEED to know if I still have a helmet

And change/add:

When sniping over a rock or something, you can it the rock if you’re too close
Leaning while shooting
Give Medic less life max
Perhaps put in armor?
Keep Medic 30/0 for spawn ammo to even out the classes a bit
No xp, points given for doing well (Perhaps a skill tree system that you cna use points in)
Add more stamina or make jumps take less stamina away
Underwater revives
Let me type in a mouse sensitivity number in Config menu
Server-side optional Hitsound
Better maps like in RtCW, less like ET
Better pistols (especially the sounds. I was VERY impressed with FarCry’s pistols)
More point in being a soldier
Voicechat (proximity)
New vsay commands for covops with a uni (Axis covops can say “Thanks” in general, NOT Allied team, chat instead of “Danke” in Axis team chat)
Bring back Venom
Server-side choice to take team suits and drag ungibbed bodies
Customizable (as in drag in place in View menu) HUD
Add one-headshot-kills for Cov ops. Also, bring the helmet into play as protection from headshot
Covops should have no helmet, don’t think hat counts
Make an option to use coordinates like ET in fireteams or words like in RtCW
Longer recharge on Panzers
Take away adrenaline, it makes people able to resist a panzer
Do something about spawning camping, particularly with artillery
All submachine guns should be accesible (by dropping weapon) by all classes
Return to letting Axis Field Ops spawn with a Thompson
More Urbanized maps like RtCW mp_village and mp_destruction and more indoor maps like RtCW mp_rocket
Bring back mp_beach!!!
Let panzer do more damage to vehicles
Let there be a SLIGHT amount of control in vehicles so that I can have a firefight by the tank without it going on its own right into an artillery strike
Kickable grenades and gas canisters
Blockable airstrikes
Add alarms in some maps that can show up in the map. You could make them only possible to turn on by defense, but to turn off by both?
Get rid of this sound message “Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Aborting, can’t see target. Firing for effect.”
More official game modes like OLTL (one life to live) and the such. Allow the game to get the best aspects of both RtCW and ET.


(ofoneblood) #91

CHAIR DEFENSE![/quote]

I do that in mp_tram when i’m guarding the radio :clap:


(Ragnar_40k) #92

CHAIR DEFENSE![/quote]

I do that in mp_tram when i’m guarding the radio :clap:[/quote]
Or Caen to block the doorway near the flag.
Or V2 Base to block doors neer the obj.


(Demolama) #93

ah but doom3 engine has the ability to move objects such as boxes, barrels etc. by means of g_dragentity… now if they can make it so that clients can move stuff via a command without turning on a cvar that would be sweet

imagine being in a room with barrels…picking them up and moving them around you… stacking them… so that you have created your own little bunker type defense

I still say engineers need kits so that they can create bunkers and other type interchangable defensives

Im all about non-static style of creating defense… ie map created

for example say a map has a river like fueldump… instead of building boxes telling players where bridges need to be built… a kit carried by the engineer gives the engineer class the ability to build a bridge anywhere on the river he deems appropriate to build a bridge

when ET was first talked about and the engineer class was announced as having the ability to construct objects… that is what I thought of… not building boxes where the map tells you things need to be built


(Fusen) #94

yah where games will most likly go in the future, hl2 shows how fun it is when you can interact with the maps, makes it so much more life like. plus its needed when graphics get more real as even if the bucket does look exactly like it does in real life the joy will fade when you can’t chuck it at someone :confused:


(|RS| Osprey) #95

Good Afternoon All,
As a ET Server Admin of some of the most popular servers on the net (|RS| Blitzkreig and Shit Storm Servers) I am very much looking forward to RTCW 2.

These are the things from an Admins and player prospective on what I think RTCW should encompase. All the of the recomendations are for the MP side of the future platform.

I would like RTCW server side to have already installed the same functionality as Shrub and Et pro. Server tools already installed so that we do not have to rely on third party free ware that can be at times unstable as all heck. The same Admin tools and special features. Shrub and ET Pro do a great job but its about time it is incorporated into the game itself.

I believe ET should keep to its roots about being the most arcade of all the ww2 shooters, however I think there is room that can improve the game while still keeping to that tradition. I believe the assualt weapons should be made to be less accurate. The accuracy of the MP40 and Thompson is just flat out way to unrealistic. I would also like to see the sniper rifle from RTCW make a return without the silencer. One thing that makes guns feel real and powerfull in a game is the sound it generates. I also like the idea of having the blast path of the panzer focused in one direction,a very good idea.

The medic class has been a problem since RTCW. I have always looked that the game should be 90% soldiers, 5% engineers, 3% Luits, 2% medics and 1% Coverts. The class is just way to damn over powering. One thing that would be interesting, is giving them only a pistol or instead of pin prick revives, they would have to build the downed comrade like an engineer must with a bridge or wall. The class is very rarely is in a supporting class, and more like a selfish rambo class.

By far the maps created by the original creators of the game surpass anything I have seen in the mod community. One thing that I would really like to see, is maps that represent real battles in WW2. The beach map in RTCW is a timeless classic, but I would to see a great representation of Omaha beach seen in MOHAA and other games. COD I thought did a marvelous job in that respects.

Trick jumping and strafe jumping needs to be dead and burried at the bottom of the ocean along with the creators of the show Thirty Something. This is an arcade shooter but everyone jumping around like Peter Pan has got to stop. Accuracy should be flat out impossible when doing half the crap I see. Get rid of it once and for all.

Grenades should have the impact it did in RTCW, the ones in ET are just to weak.

The screen is too cluttered, much of the information can be smaller and moved out of the way.

One thing that could really make this game special is a way to have arm bands or helmet insignia’s signifying clans that everyone can see. Set up a simple interface where server admins can enter in particular skins that gets loaded to all that enters the server. It will add a particular reverance to clans and give a real sense of fellowship.

Nice to see Time New Roman font for all lettering in the game. I love the way COD names look within its interface, really beautifull.

Whatever you do, do not skimp on the graphics. Just because it is a multiplayer game does not mean we cannot have better graphics. RTCW I thought sacrificed too much for the sake of FPS. Its about time we started to get the eye candy with our MP gaming. CS Source does it why can’t RTCW2. People should be made to upgrade there Rage 3D card for crying our loud. I did not spend the equivilent GDP of Bolivia to purchase a X800 XT PE too have mediocre graphics.

More dual objective maps. As an Admin I try very hard to keep the balance of swapping defending and attacking roles.

Most Important GET THE MP PORTION OF THIS GAME OUT QUICKLY, ET ATTENDANCE IS DECLINING STEADILY AND I FEAR ID WILL LOSE MASSIVE MARKET PRESENCE WHILE GAMES LIKE BF2 AND CS SOURCE MAKE HEAD WAY.

Thanks again for your time and I would hope people at Splash damage find my ideas usefull.

|RS|Osprey


(bsmith1051) #96

But I loved that show! At least I loved the first season; maybe you were offended by the later ones? Also, do you know that the ‘main’ husband-character, Michael, is now the creator of Alias and Lost? (Wait a minute, I’m getting my own thread off-topic. Bad bsmith1051!)


Lots of great suggestions! Keep it up!

One comment re graphics quality: I didn’t think RTCW scrimped all that much?! I upgraded my graphics card 3 times in 2 years for it! Ultimately, I realized that the real bottleneck was CPU, i.e., even if I set the graphics to low-res and low-quality, I still had low FPS in certain situations. I haven’t played D3 MP yet, so I don’t know if it suffers the same issues w large maps. Presumably there will be Quake 4 before RTCW 2 and all these kinds of technical issues should be worked-out by then.


(SCDS_reyalP) #97

Why ? How would that make the game better ? How is all soldiers more fun that a mix of classes :confused:

Trick jumping and strafe jumping needs to be dead and burried at the bottom of the ocean along with the creators of the show Thirty Something. This is an arcade shooter but everyone jumping around like Peter Pan has got to stop. Accuracy should be flat out impossible when doing half the crap I see. Get rid of it once and for all.

Dear god no. There are plenty of ‘more realistic’ games. If you like COD, play freaking COD. The fast arcade movement is a LOT of what makes RTCW/ET different from the rest of the flock.

Grenades should have the impact it did in RTCW, the ones in ET are just to weak.

:weird:

Most Important GET THE MP PORTION OF THIS GAME OUT QUICKLY, ET ATTENDANCE IS DECLINING STEADILY AND I FEAR ID WILL LOSE MASSIVE MARKET PRESENCE WHILE GAMES LIKE BF2 AND CS SOURCE MAKE HEAD WAY.

Yes, I’m sure that will speed up the coding and map making :moo:


(carnage) #98

yeah some good ideas since my last post

ability to move objects in a room to create your own unique defense.

atm this seems to be the future of games, hl starts with a few boxes that can be moves roughly around to stand on, rtcw then makes chairs that can be picked up and used as weapons, doom3 gives props that worked pretty well but that was never realy explored, hl2 then is the icing on the cake, you can pick up not only almost everything on the maps but weapons health even thrown grenades. only thing it lacked i though was the ability to throw a grenade once you have picked it up, you could only manage about 2 feet (the fuse wasnt long enough anyway)

i would love to see this explored in mp games, as said in the quote, create your own unique defences, it would give some more vairiance to the gameplay than just hideing behind the bunker wall for a change. especialy when the physics are aplied to door ect so the exposions seem to effect everything, you could baricade doors etc making the other team change there tatics to get round it


(Fusen) #99

don’t understand why people don’t like strafe jumping I mean damn I would buy a game iif the only thing to do in it was stafe, its like a mini game within the quake engine :stuck_out_tongue_winking_eye:


(fretn) #100

so agree !