Rtcw2
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- Conscious*
- Posts: 2702
- Joined: Fri Jun 27, 2003 4:09 pm
This is a good question because i like RTCW just the way it is know, and RTCW2 is surely going to be a great game, unless they make it too much like ET. But I'd just like to see what Activision/Gray Matter and Splash Damage come up with, because im sure it will be a great game.
- Conscious*
- Posts: 2702
- Joined: Fri Jun 27, 2003 4:09 pm
Yes i posted about like 3 weeks ago just look in the RTCW forum, it just got under developement though, so not for a while.
- Keekanoo
I'd like to see larger doors.
No faust
Built-in stats mod that keeps track of any public server and displays info on some central server.
Server-side control on names. ie, Once you make it, that's it (with allowable space-change for clan-tags).
Broader range of weapons.
Tiered weapon-acquisition structure so complete noobs can't get the most dangerous guns and blast their own team to bits.
Character-affected damage. Get hit in the leg? You go slower. Get hit in the arm? Can't lift as much or aim as well.
Exploding ammo.
Jamming guns/bad ammo.
Armour (with weight cost--ie, more armour=more weight=slower)
Moveable mg42/50cal guns.
Engineers can set up sand-bags/fox-holes.
Hmm..tons more. Would have to think about it.
No faust

Built-in stats mod that keeps track of any public server and displays info on some central server.
Server-side control on names. ie, Once you make it, that's it (with allowable space-change for clan-tags).
Broader range of weapons.
Tiered weapon-acquisition structure so complete noobs can't get the most dangerous guns and blast their own team to bits.
Character-affected damage. Get hit in the leg? You go slower. Get hit in the arm? Can't lift as much or aim as well.
Exploding ammo.
Jamming guns/bad ammo.
Armour (with weight cost--ie, more armour=more weight=slower)
Moveable mg42/50cal guns.
Engineers can set up sand-bags/fox-holes.
Hmm..tons more. Would have to think about it.
- Conscious*
- Posts: 2702
- Joined: Fri Jun 27, 2003 4:09 pm
Character affected damage is a bad idea i think, but they could always try it. Would make the games less fun. Thats why i dont like Americas Army, its too realistic, i'd like them to stick with the original RTCW idea. Also I'd like to see the same set of weapons, Luger/Colt, MP40/Thompson/Sten. They will leave the Panzer in there for sure, i can't imagine them taking it out, and it is part of the game. I don't think Jamming Guns/Bad Ammo should be implemented either, because it takes the fun factor away from the game a little to much. We'll see what they do though.
- Keekanoo
Conscious.. the rtcw2 you're looking for is already on the shelves. It's called Return to Castle Wolfenstein.
So..beyond saying no changes... anyone else have any ideas?
I first came across exploding ammo in Unreal Tournament. At first I thought it was a stupid idea and hindered my idea of how the game should play. After awhile I took it as realistic and learned how to take advantage of it.
Basically, if you shoot a guy with faust rounds in his knapsack, there is a coresponding series of explosions with applicable area of affect. So if you hit a guy with a machine gun, a percentage of the shells would explode and whizz off in every direction.

So..beyond saying no changes... anyone else have any ideas?

I first came across exploding ammo in Unreal Tournament. At first I thought it was a stupid idea and hindered my idea of how the game should play. After awhile I took it as realistic and learned how to take advantage of it.
Basically, if you shoot a guy with faust rounds in his knapsack, there is a coresponding series of explosions with applicable area of affect. So if you hit a guy with a machine gun, a percentage of the shells would explode and whizz off in every direction.
- [FSU]SkunX
-
- Posts: 467
- Joined: Mon Jul 05, 2004 12:54 pm
- Location: C.R,Florida
hmm..i like that idea..and i always wanted it to be like if you shoot a flamer in the pack enough times it would explode..and with the explosion it'd be lik ethe size of a dyno blast..(Plus hehe...you could drop on on the war room table and blow it up when a few allies/axis attempt to take/get back the docs. ^_^ )
- Rule of Wrist
More different guns... like the MP44, G43, mosin nagant, ppsh41, bren LMG, BAR 1918... etc...
Ability to play as either british or russian forces... with all their different loadouts... still have to kill nazis, tho
Better ability to set traps of different kinds... like if there's a tank that's unoccupied, engies could wire it to blow up, like in BFV... tripwires, claymore type devices... etc...
I still think the ultimate game would have RTCW's infantry stuff combined with BF's vehicle stuff... that would RULE
Ability to play as either british or russian forces... with all their different loadouts... still have to kill nazis, tho

Better ability to set traps of different kinds... like if there's a tank that's unoccupied, engies could wire it to blow up, like in BFV... tripwires, claymore type devices... etc...
I still think the ultimate game would have RTCW's infantry stuff combined with BF's vehicle stuff... that would RULE

i think engineers should be able to create time-lapse spawn points... a few larger maps with multiple objectives... a manual that explains scripts and binds in laymens terms. That way it would be easier for people to create their own style of playing.
Maybe a mod to save those settings so you could be a lieut or a engi and have a basic idea as to what you want to accomplish when playing.
capture the flag more like the style of unreal where there is one flag for each team and you have to bring it back to your base for points. Along with that ff off for the flag carrier for all the point whores who would tk just to bring the flag back.
I would also like to see engineers be more readily available to help the team out... like when a wall or door is blown be able to construct obsticals to impede movement throw those territories. When multiple engees get together the obstical gets put in place faster and would take more to bring it down.
The engi class is only usefull for a few things: removing obsticals like doors and wall breaches w/ dyno. The ability to hold more than 4 grenades. I like keeks idea of digging fox holes and such. The Lieuts can give ammo, call in air strikes and artilery fire... The meds can revive, and replenish health making them extremely valuable on a server such as beach 24/7. Only a few people have the balls to be an engi at all times, like Crapnel. It is the least savory character class and more should be done to involve it in multiplayer.
My only fear is that when they bring out rtcw2 is that it is going to be too much like rtcw1... or nothing like it at all.
Its like playing The legend of Zelda on NES and then playing TLOZ2... it was like two different games and the second one simply failed in comparrison.
Maybe a mod to save those settings so you could be a lieut or a engi and have a basic idea as to what you want to accomplish when playing.
capture the flag more like the style of unreal where there is one flag for each team and you have to bring it back to your base for points. Along with that ff off for the flag carrier for all the point whores who would tk just to bring the flag back.
I would also like to see engineers be more readily available to help the team out... like when a wall or door is blown be able to construct obsticals to impede movement throw those territories. When multiple engees get together the obstical gets put in place faster and would take more to bring it down.
The engi class is only usefull for a few things: removing obsticals like doors and wall breaches w/ dyno. The ability to hold more than 4 grenades. I like keeks idea of digging fox holes and such. The Lieuts can give ammo, call in air strikes and artilery fire... The meds can revive, and replenish health making them extremely valuable on a server such as beach 24/7. Only a few people have the balls to be an engi at all times, like Crapnel. It is the least savory character class and more should be done to involve it in multiplayer.
My only fear is that when they bring out rtcw2 is that it is going to be too much like rtcw1... or nothing like it at all.
Its like playing The legend of Zelda on NES and then playing TLOZ2... it was like two different games and the second one simply failed in comparrison.
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