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Post by Bob_Bobber0 on Jan 8, 2009 19:02:48 GMT -5
Alright, I know we are in the very early stages of this mod, so I think its important to begin to decide where we want this project to go. Post here about any suggestions and ideas that you have.
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Post by abyssio on Jan 18, 2009 3:14:40 GMT -5
After playing so many WW2 shooters, i have a good idea of what is my dream WW2 game would look like. As a ww2 fan I lean towards the more "realistic" side of ww2.
Large battlefield with very far view distance This is what i really hoped for in many of the ww2 games i've played. in cramped maps, an engagement is over very quicky as everyone is shooting everyone right up in the face. So in larger area, players able to notice their enemy at a range before shooting distance, therefore able to plan out an attack or flanking maneuver. this make an engagement longer and interesting.
Wide open area also eliminate camping behavior which is frown in every game. There will be no corners to camp, as in wide area players can advance in many direction. Wider battlefield also eliminate grenade spam, shooting range is way beyond throwing range. But wide area doesnt mean it doesnt have good covers. Players should able to find cover easily if underfire by sniper/machineguns.
I believe unreal engine 3 is able to generate very large map with minimal performance hit. UT3 warfare maps and many other vctf maps are really wide, a good map size for a good ww2 battlefield.
Securing an area In most objective based game mode, securing an area only mean standing within 5 feet of a flag, with a bar indicating how long it will took. I think capturing objectives should be more than that. Source mod Insurgency imho is the did it the best way. You set your foot in a general area, and the more player the faster the capture.
Realistic weapon/human behaviour In many shooter games players scream of inbalance weapons. The solution is very simple: model the weapons as close as the real world counterpart. Take an mg42 as example. You could only able to "hip-fire" mg42 at a specific stance. You will need to deploy the bipod for rapid firing.
Well thats all i wanna write for now. As the mod starter im sure you too have your very own idea of what this mod should be? how bout sharing it?
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Post by Bob_Bobber0 on Jan 19, 2009 14:44:42 GMT -5
Hey, welcome to the forums. Here are some of my ideas on how to encourage teamwork. As you said realism is preferred over run and gun style of most ww2 shooters.
So here are my suggestions on how to promote teamwork and tactical play.
The main problem Ive seen so far in other tactical "teamwork" games such as Red Orchestra and Project Reality is how to encourage players to play as a team. Project Reality (A BF2 Mod) does it by squads. Every person joins a squad and they can communicate with that squad. The squad leader in turn can communicate with other squad leaders and the commander.
This encourages players to stick together as the squad leader can put down a "rally point" or spawn point, with him and 2 other squad members present.
I think for realism games like this to truly work, something like this has to be implemented. Not only this but I think that there should be over bonuses for sticking near squad leaders and teammates.
Maybe something like:
-Longer sprint times -Better accuracy (assuming weapon sway is implemented) -Being able to plant a spawn point.
These things all help players feel like that are actually part of a team working towards an objective. Also I'm not sure if any of you have played Red Orchestra or Project Reality, but these games feature a kind of "suppression syndrome" where you screen blurs when rounds and artillery fall around you. I think something like this is a necessity and should be implemented.
I don't know how the mod team is going to make matches, either attack and defend style, obj based, or something else, But I think that teams should have 1-2 minutes before each round to plan out an attack or organize a defense. The defense team should be allowed to enter the field immediately and begin setting up and the attacking team should be allowed to form squads and look at a map of objectives and talk about how to plan. Also another idea I have been thinking about is to allow the commander (or whoever drops arty and controls things like that) to be able to view the battlefield from the air for several seconds, several times during the match, either by capturing a certain strategic sector, or a elevated point on the map, this would allow him to accurately and efficiently, direct ground troops and tanks.
The squads should be as diverse as possible, so that each man compliments the others, several rifleman, sub-machine gunner, sniper, anti-tank, w.e. just enough so that each squad could possibly survive on its own. Maybe even a medic?
Also perhaps in addition to rewarding players who stick together, there should be something that hinders players who dont? Something like,
-Line of site decrease -Fear of being alone, which makes you slower, more cautious and less effective.
I think that this is the only way to fully take advantage of this great game and mod. Also some kind of wiki page explaining how the game works that is easily accessible will encourage new players to join and learn how to play fast. Running to get back in the action and then just getting blasted isnt always because of poor tactics, its because of bad leadership, and bad teammate communication. I think the map and objectives featured need to be designed so that battles can be focused and the squads and teammates can easily see where they need to go to help out.
Umm other than that, I'm wondering if support weapons will have a setup feature needed in order to be fired. (setting up mg, before firing). I would like mortars to be used, I've been waiting for games to use mortars.
Anyway thats my take on it sorry about the long post.
Thoughts?
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Post by shtirlitz on Mar 18, 2009 7:26:03 GMT -5
What do you need now?
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Post by shtirlitz on Mar 18, 2009 7:26:43 GMT -5
Maybe you'll better join me and create WWI Russian front mod?
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