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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

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rinzello

Ideas for the Rats to Work Towards?

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rinzello

Heard an idea recently by someone suggesting adding mine fields into the game. I thought it was really interesting (although sure to be a pain) and thought of how it'd work. Would you place each individual mine so it'd take forever to set up an entire field, or would you place a cluster of them at once? Is it better to leave signs that there are mines, or let it be secret? Either way it got me thinking of other ideas.

I thought that maybe it'd be interesting to also see the ability to build tank traps, barbed wire and sandbags as well. I figure that if we could do this it'd make it much more interesting setting up a defense of a town. Imagine if tanks start rolling into town only to find certain roads blocked off by tank traps. Moving to the next road over could be a trap the enemy is setting up.

The only part I didn't really figure out in my head is who gets to build them (engineers?) and how many things can they build at once? It'd make engineers even MORE important to the battle, but at the same time, it might give them too many abilities. Would we need to have two different engineer classes? Maybe a defensive rifle engineer and an offensive SMG engineer?

Anyhow, what are your thoughts for some cool little add-ons you'd like to see someday?

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rinzello

Well, the first post on this didn't seem to get ANY replies, so I'm bumping this with a list of ideas I've thought of since. I'm going to go a bit more into detail with this one though so it may be a longer read. Let me know what you guys think!

I heard about the idea of the Rats trying to find a way to put medics into the game, so I was thinking about how things could be changed around to allow this. I came up with the following ideas:

It'd have to be a total support class as they typically didn't carry any weapons on them. (maybe a knife) It's basically the infantry version of the trucks/halftracks. I'd imagine that'd only carry something like bandages, splints, morphine and possibly plasma. (not sure about the plasma though as that seems like more of an aid station type of an item).

I thought that maybe medics could (if they wanted and supply permitting) spawn in as a light vehicle (Willys, Kubelwagen, etc) and would be the only vehicle you can disembark from (although it'd require deploying the vehicle as an emplacement, leaving the medic open to fire for 10 seconds or so). Once deployed, the vehicle becomes a "Despawn Point." I'll get more into that later.

One part I think some people might like, but plenty of other might hate, is the idea of players being badly wounded instead of always being killed right away. I imagine you get hit badly enough to either slow to a limp (with no ability to use your weapons) or even end up crawling on the ground in pain. The bad part about this is that I think the red health bar should then become a long countdown to when you're able to despawn meaning you'll have to sit there and bleed out, or be saved. I was thinking somewhere between 2 to 5 minutes at least.

What I like about this is that it seems to really add the fear of getting hit into the equation. Players may not just run around firing wildly and tossing grenades everywhere. The idea behind it is that (depending on how badly the player is injured) a medic can come and "save" you. If it's a rather minor injury (but still something more serious that being grazed by a bullet/shrapnel) that you can be bandaged and be able to return to battle (although still injured).

If you are more heavily injured, which the medic may need more bandages/splint and also morphine (and even then you still may bleed out), you can then be pulled back to the previously mentioned Despawn Point. No one can come in from this point, it's only to "drive" injured infantry back to the depot/Army Base. This returns that infantry member back into circulation faster than being KIA/MIA would. (1 to 2 hours?)

I know there are plenty of people who might not like the idea of getting hit and having to crawl around in pain, (which I think should have an audible sound to it so friendlies and enemies alike can hone in on the injured soldier) just waiting for a medic to show up to help them. Perhaps fellow soldier can help move injured players as well.

I think that medics should be very clearly marked with the medic symbol on their helmets, satchel at their side, and maybe some unique animations to set them apart from regular infantry. To counter act enemy players just shooting medics on sight (which was supposed to be against the rules) I thought that maybe it can actually subtract points from your advancement. (maybe only 1-3 points, but serious enough where you wouldn't want to do it)

Since less players might die, I was thinking that injuring a player should show up on the shooter's AAR, in addition to Hit, which may reward a small amount of points.

The supplies that medics carry would be limited, so it may end up that only so many people get helped, or only helped in certain ways. If it's a minor injury, I figured bandages might stop bleeding and possibly bring back some ability to aim and use their arms. Splints would help a player injured in their legs, which may have taken away most of their ability to walk. Maybe the player would have limited ability to walk, but would keep falling. Morphine might clear up some of the blackness in their vision.

I'm not sure if altering things in this way would be enough to make people want to play as medics, or if everyone will just wait to bleed out and die while crying for mommy. Maybe no one cares about keeping some of the supply going.

My only other idea I'm going to post about right now is artillery emplacements. I figured they'd show up like any other AI emplacement in certain towns and would have a large firing range. But since their AI, they could only be used by Mission Leaders (of a certain rank) who came from that city. They would be in the town they're assaulting (or defending) and would use their binoculars to find where they want a bombardment. Holding down a mouse button would bring up a circle (which would turn from red to green when artillery is ready to fire) then the player could press the button again to order an artillery strike.

After the shells have landed, there is a cooldown timer for any Mission Leaders in the area before artillery can be used again. It has to be something long to make the strike worth it, but not so long where it might only get used once in a battle.

Just like any other AI emplacement, they can be assaulted and destroyed, and would need to be rebuilt by an engineer. Maybe only a few towns would get these emplacements as well, so they'd make certain towns more strategic.

I know that was long, but for those that made it through, what are your thoughts?

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rinzello

Oh right, I remembered one more.

Occasionally have a night time that is actually dark (Moon isn't out or cloud covered) and your visibility is down to a minimum. This causes players to really have to scan the area for enemies. Vehicles will have to choose between driving very slowly or turning lights on (which will give away their positions. Cities might light up, if they're not damaged, and if there are enemy planes attacking, spot lights will come on (which can be damaged as if they were emplacements)

I figure an interesting addition to this would be the idea of sides being able to fire flares from mortars to light up the surrounding area to search for the enemy. Brings a new way of fighting as it might give away your position slightly firing the flare, but makes them more visible.

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erasmo

Mines - ok

Empower the engineers for making their role more important, alowing them to build more PPOs (like the current atg bunkers) - ok

Artillery - ok. It should be a PPO, built only by HCs (this encourage people to join in, for fixing a bit the lack of them), that it should be only set 6km far from any enemy bulding facility, or further. The timer for redeploy it/replace it should be 60min. An important thing to discuss should be their allowed fire rate.

Medics - no. Always thought the medics have no sense in this game. I don't see how they can make a difference. People will just despawn if they are badly injured, and done. The only way the medics can get an important role is CUTTING DOWN the current supply levels DRAMATICALLY. I mean, if we would have only the 40% or 30% of the supply we have now, then maybe the player would think more about the importance of not dying and "wait" for the medic to assist them. But this will never happen at all. People, specially new players, like to have tons of supply available. In this game, specially in the last years, when the population levels are way too low than the supply ones, the pool is considered absolutely like disposable stuff. Use and throwaway. Rinse and repeat. Medics have no role in this game if you don't make some adjustements first.

Instead of the medics, mechanic engineers for fixing the armor could have a role. Sometimes a tank, on a well spot, could need the assistance if they got degunned or tracked. In those cases, most of the proper tankers would wait for the mechanical assistance if that makes them survive longer enough to keep making kills. If a tank had been giving a good support to the infantry or locking down an AB, but it cannot keep doing it yet, maybe the effort for trying to fix it could worth it. But anyway, with the current owerpored zookas/shrecks we have ingame we should analyze if this change can be introduced or not.

Edited by erasmo

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rinzello

That's why I thought of introducing where you COULDN'T despawn as an injured infantryman. Maybe you get hit really bad, but not enough to get killed instantly. Your character is forced to the ground with no weapon. Maybe you can't even crawl it's so bad. But a timer starts counting downo for five minutes or so. Even if you hit ESC, it'll just say "Despawn in 4:46..." etc.

I just figured that way medics would be a more needed part of the game and each soldier wouldn't be as disposable. I doubt the average newer player would give a Rat's behind about the supply. If there are 150 Riflemen, then they keep shooting until they're all gone. If there are only 30, then they just run out faster. After the first time you get hit and you're screaming in pain for 5+ minutes, you may think again about charging right into MG fire. (which creates a artificial fear of death)

If you get killed, then the normal despawn timer starts, because there isn't anything to be done. So that won't change.

I'm not sure if something like that would create situations where enemies would purposely shoot to maim so there would be less defenders in a town (knowing that there are a limited number of players, even if supply is good).

If you read my post above, what would you think about vehicles pulling up to the jeep/kubel Despawn Point and being able to "resupply" a new crew member? It might take a while, but maybe they could replace that gunner who got killed. I'm not sure how much I like that myself though, as it may not be overly realistic.

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erasmo

Anyway, timers, spawn delay, the long 'did you know' screen... Etc etc are those things that most of the playerbase hate to hell in this game. So if you have to wait a few min for spawning in again... Oh well, you will cause a riot hehehe.

And that assuming that a medic is around for helping you... In ultra low pop timezones (tz3), when any side (but specially allied one) can barely have enough guys for covering cps, having some spare ones for playing the medic role sounds like science fiction to me... So peeps will stuck for long 5 min without being able to play. That would no work I think mate.

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bmw

Artillery - ok. It should be a PPO, built only by HCs (this encourage people to join in, for fixing a bit the lack of them), that it should be only set 6km far from any enemy bulding facility, or further. The timer for redeploy it/replace it should be 60min. An important thing to discuss should be their allowed fire rate.

........and allow them to be bombed by the LW, RAF & FAF......cant just have artys lobbing stuff without being able to counter them and take 'em out.

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rinzello

Yeah, artillery needs to be taken out like anything else. Engineers can rebuild them if they aren't completely destroyed. Depending on how dangerous the artillery is (maybe differing levels of artillery) it'd be fun to have to lead a mission in to destroy them with engineers.

Back on the medics, I just wanted to make sure it's known I meant a timer before you can despawn. You'd still be in the game, bleeding out. I understand why people wouldn't like it. Maybe when the population is low then the timers would be minimized. If there is a 1 vs 1 fight in a town, then there would be no timer at all because that would be crazy! :P

Just remember another idea I had earlier. Maybe part of the time have it stay in first person view when you are killed instead of switching to third. Could be interesting to be running across a field, hear a bullet hit you, then your view just tilts down as you go face first into the dirt. Just another added bit of realism.

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erasmo
........and allow them to be bombed by the LW' date=' RAF & FAF......cant just have artys lobbing stuff without being able to counter them and take 'em out.[/quote']

Aye, sure. Anyway if the artillery guns are well placed it should not be easy to being spoted by AIR. In fact aircrafts need to search them in large areas. If they are +6km out of town, I think they shouldn't be audible when firing. Or otherwise they will be too much easy targets to find and destroy.

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terran87

Could medics work by keeping it simple?. Medic kneels over injured soldier, pulls bandages out of satchel, applying animation and then injured soldier stops bleeding and regens health slowly over time?.

Let me be clear that i'm not past watching tutorials yet and I have no idea what i'm talking about lol.

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takahashi

As far as medics go, lets stick with the old engineers adage "keep it simple stupid".

Have any allied soldiers who dies nearby go back into supply after a short period of time (shorter than new soldiers but not instant like RTB). Possibly give them a bandage that will heal wounded soldiers, considering how rare wounds are as opposed to kills this isn't terribly game changing.

Radical changes and complicated wound treatment procedures may be fun for some but considering the number of issues this game has right now I think we need to keep our goals realistic for the time being. And as part of that, medics without guns will be nearly useless with the manpower shortage we have now. You could get away with giving them just a pistol but unarmed is useless.

As for artillery, I'd like to see player controlled artillery pieces. I know a few guys besides myself who'd love that kind of gameplay. Would be real easy to implement as well as we already have guns that could act as artillery if they had server tracked projectiles.

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wolfbo

Has anyone ever thought of civilians? I don't know how that would ever work, but still...

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rinzello

Can't say I agree on artillery being inaudible at all, I'm sorry to say. In fact, I think they should be VERY audible! Maybe the difference is, is that they can't be destroyed just by finding them. Maybe there has to be an actual AO out for them, or maybe they're linked to a town and the town has to be attacked in order to destroy them.

I think it'd be interesting to see a defense of artillery pieces. I could see machine guns and riflemen lining the trees trying to take out any who dare assault their guns.

I think medics should have a level of simplicity to them, but not anything too brainless. Just about everything in this game is complicated compared to other games. I think medics should be no different.

I think I've already heard one of the Rats say that they don't want medics to just give out health packs and the player is healed and neither do I. That being the case, it'll have to be somewhat complicated. If it's too much for you to handle then don't play as a medic. Some people can't handle a mortar or sniper or a plane and so they should stay away from those ones.

I don't think medics would be useless with no weapons. Our current trucks serve a purpose and you can't do anything to the enemy unless you happen to run them over. I think medics should be the same way. Maybe only players that understand their uses will actually play them instead of some noob thinking he's just going to cast a healing spell to all of his fellow soldiers.

I think one of the perks (as I've mentioned) could be to have a fallen soldier return to active duty sooner but I think it'd have to be on a player that's still alive in the game world. Otherwise the medic is just running around collecting dead bodies while the player is already respawned and fighting again.

I have no idea how civilians would work. They'd have to be AI and I want to keep the amount of AI in this game to a bare minimum. Might be cool for realism sake, but they'd just get in the way. I thought it could be interesting to make a city look like it might be functioning still until it gets bombed then you'd imagine everyone has moved out or are in shelters.

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