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 Post subject: [concept] true war
PostPosted: Fri Dec 09, 2016 11:52 pm 
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Joined: Wed Nov 28, 2012 10:19 pm
Posts: 241
Info: concept for a game mode similar to man vs world only in this game mode the player has allies. In true war you would not be able to respawn and your allies only replenish upon taking a base (3 8 man air drops are called on the base and 2 4 man on your starting base)

Base gameplay

in true war you have one life but you also have allies. Unlike standard RWR the AI would be much more defensive and max out squads at 4 men, preferring to keep to cover at all times, and moving slowly.

this is meant to be much slower pace then any other game mode. with the player playing as a spec ops soldier.


player
in true war the players take the role of a merc spec ops team who are to help infiltrate and take down the enemy forces. the players would start each map on the edge with a amphibious transport and 2 AI allies. the allies will be the only ones to spawn with the same gear as the player wiht the rest of your allies being standard of your faction.


PRIMARY WEAPONS
mp5 (basic)
kriss (unlocks at 1k)
APR (unlocks at 1k)
VSS (unlocks at 2k)
suppressed m4 (unlocks at 2k)
black ops m107 (5K, a m107 with the scope removed, most furnishing removed, and a suppressor, less acurate but more dangerous)
chainsaw (unlocks at 5k)

SECONDARY WEAPONS
medkit
binoculars
claymore
c4 (no XP limit on any of them)
glock17
mp7 suppressed (unlocks at 5k)(I can make this in like 5 minutes)


VEST
PLAYER BLACK OPS: both you and your merc allies have this, it is just a slightly weaker version of the RAMBO vest you get in MvW. it would come with a 10% stealth boost and a 20% at night (if possible)


calls
merc refit (one off 2k RP)
transport buggy( 70 RP, buggy with out a gun holds 2)
transport humvee (150 RP, humvee with out a gun holds 4)
amphibious transport (400 RP, drops in a MG armed m113 that can move on water.)



ALLIES
your allies would act like well normal NPC allies, though they would have a much more defensive AI and will not respawn. this is the same with the enemies. this means that things like tanks are a bigger threat while stealthing as instead of assaulting the front that tank is more likely to be holding the rear.



ENEMIES

as you take bases and your allies numbers grow the enemies numbers will dewndal do to the none respawn nature of the game mode, but don't think that makes things easier. do to this the enemies will have a larger amount of support units, from officers giving orders to EOD's holding bridges and even snipers who will go out of their way to put you in the dirt when things start going south.

enemy suggestions

SNIPER
looks: faction color camo suit
weapon: m107
movement preference: prone
warning: these guys have a high end detection range, though they only "spawn" when 4 of them are airdropped in at the last base on each map. yes these act as a "miniboss" for the standard maps, something you have to be more careful around when stealthing.


super heavy
looks: EOD with minigun
weapon: minigun
info: found only in the last stages of this game mode super heavies have the same vest as rambob does in MvW, and they have a minigun to back them up, these are not enemies you want to trifle with so be careful.

_________________
I regret even hearing of this game!


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