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Improvements I'd like to see for the game


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Triggers are easily editable from within the mission.xml file. The problem becomes modifying the triggers for earlier spawning without overwhelming the player's CPU. For example, you could very easily delete all the triggers and instead imbed all AI activation into the game_start event essentially activating every AI enemy from the get-go. BUT, with 50+ enemies spawned at the same time, there is a serious threat of a slide-show. (GRiN recommends a max of ~15 enemies at any one time iirc)

That's why, for GRAW2, I strongly advocate the use of AI LOD attenuation instead of this staggered spawning. i.e. The farther out an AI unit is, the simpler (and dumber) its algorithms would be allowing it to take up fewer system resources. It's one more very common technique used in flight sims where many enemies are well outside visual range for 90%+ of the mission. There, not only is the pilot AI dumbed down when out of view but even the FM is reduced to barebones stuff.

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Triggers are easily editable from within the mission.xml file. The problem becomes modifying the triggers for earlier spawning without overwhelming the player's CPU. For example, you could very easily delete all the triggers and instead imbed all AI activation into the game_start event essentially activating every AI enemy from the get-go. BUT, with 50+ enemies spawned at the same time, there is a serious threat of a slide-show. (GRiN recommends a max of ~15 enemies at any one time iirc)

That's why, for GRAW2, I strongly advocate the use of AI LOD attenuation instead of this staggered spawning. i.e. The farther out an AI unit is, the simpler (and dumber) its algorithms would be allowing it to take up fewer system resources. It's one more very common technique used in flight sims where many enemies are well outside visual range for 90%+ of the mission. There, not only is the pilot AI dumbed down when out of view but even the FM is reduced to barebones stuff.

Well, if we removed all the TRASH from the map, would that help free-up the CPU a bit? After all, SOMETHING has to keep track of the position and orientation of every last beer can and soda cup and brown paper bag on the map. Can they be cleaned up in the interest of dropping more AI baddies in?

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Well, if we removed all the TRASH from the map, would that help free-up the CPU a bit? After all, SOMETHING has to keep track of the position and orientation of every last beer can and soda cup and brown paper bag on the map. Can they be cleaned up in the interest of dropping more AI baddies in?

I'm surprised Mexico city hasn't filed an official complaint about the state of disarray its streets seem to be in in GRAW! :D

Seriously though, without knowing the details of how the 'trash' is implemented it's hard to make a definitive judgement. My guess though would be that it is insignificant in the overall scheme of things and likely removing all the trash will only allow for 1-2 extra soldiers. Keep in mind that the trash is only visible over a very short distance and only needs to be physically interactive at very close range. What I'm suggesting is that the same logic be applied to the AI. At great distances (300m+?) they should have the IQ of a rock, moving up to worm and then snail at 300m and 150m, respectively. Or something like that...

The bad news is that it may already have been implemented, e.g. sometimes watching distant soldiers in GRAW they seem completely immobile and very rock-like. Then again, right next to them there can be fully active, patrolling AI.

In the end, it may come down to a trade-off: hordes of stupid drones or a handful of super-smart ninja-assassins. Otherwise, GRAW2's minimum requirements will make GRAW's look pitiful.

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There a a few things I think would make the game cooler.

First, like others have mentioned, is non linear maps. I loved having the option in GR to roam the map and attack the objective how I see fit

Second, if they are gonna keep the units small like the 4- man fireteams (or whatever the Army calls them) that we have been seeing, It would be cool to be able to control the team and be able to command different formations.

third, CQB is done, lets see some maps out in the sticks.

Fourth, There has been debates on the usability of vehicles in the GRAW. I think that if they do get more "usable" then maybe do something like have a mission where the whole mission is just to man a gun on a humvie while your unit heads to a new location, etc...Might be a good way to help tie in campaign missions together.

Just my .02 cents for the .02 cents that its worth.

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My list would include..

GRID map overlay or some way of explaining positioning. Other then .. behind the third car on the left. Grid A2 .. much easier

Reticle I enjoyed the suspense the ret made in GR.. waiting for it to close to get a beat on a guy.

Even Better Anit Cheat System replays or server logging for Matching. Anyone one know if the current system works? I have not heard of anyone being caught?

Better more robuse Server Commands this goes for standalone servers .. no GAMESPY

Damage Model I liked the GR1 limp.. Let's see what this engine is all about.. if I am hit.. slow me down.

Different Environmental Effects Rain, Haze, more destructables, RPG hits building, makes a hole in builing. Heavy Machine Gun.. get behind it and use it (but have them have different amounts of ammo).

Climb Over Small Obsticles Create the required annimation.. can't shoot while doing it but you can go over bunkers and other stuff...

No Jumping No matter what do not bring it in to the new game!!!!!!!

Lean while Prone Also if it could be figured out.. have your body hug the ground.. if you are over a crest.. be able to aim everywhere .. not just up to the sky. (Probably a tough one to create without clipping? but it would be cool)

That's it for now.. One a side note.. I do really like GRAW .. the things above i think would just make GRAW2 better

That all I can think of for now...

Edited by IrishStout
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If AW2 is based of AW I thing it should be a complete blast if:

1) Create more insertion zones (4+) in MP (t vs t) maps with a random insertion option to increase suspense, direction of firefights, elements of surprise, and gameplay variability

Only 2 insertion zones in t vs t MP on the large beautiful maps in AW was just sad

2) Improve the wound model (the lack of proper immediate effect when hit, i.e., to little viewspin, no fall etc)

Let us feel being hit!

3) Create permanent effects of being injured (limp, slow reload etc)

There should be a permanent or long-lasting punishment when you have been hit!

4) Let all maps be avaliable for all MP game modes, and release a mix of rural and urban maps and changeable (server side) weather and time of day effects for each map

I'm longing for GR-like maps like Caves, Farm, Creekbed etc

5) Draw distance for enemies must be longer than 150 m!

I don't like the invisible man...

6) Plz, don't let UBI release an unfinished game (refering to MP here)

If AW was realeased as 1.35 there maybe would have been a substantial MP community alive today

7) Let Desmond22 do the sound again!

I know you can GRIN devs :grin2: Remember the keywords: gameplay, options, and variability

Merry X-mas :santa:

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IMO the way you order your teammates around should be somewhat similar to Full Spectrum Warrior.

That is, your teammates go exactly where you want them to. That way there will be no "missunderstanding" aka glitches. Yes, I like the "go there, stay there" gameplay.

Anyway, if they take fire from an angle that would get them killed they should of course take cover by them self as in GRAW.

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