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Royal Para Regiment

team coop players

  • snowman
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8 years 11 months ago #7 by snowman
Replied by snowman on topic team coop players
The team's inventory and usage can be set by the team leader. If he
wants you to take only 2 clips, then you take two clips. Even I started
some missions where some had only pistols or where we had two
spawns on the map, one team started with no weapons or equipment
and was "lost in the woods" :D

It would be nice to make more and more Sabre and Original maps as
Extended version meaning they have random soldiers and objectives
every time you start it. For me that's the best way to improve the game.

Lately we had maximum 4-6 players in the event, but sometimes, none
or just 2-3. When more people join there's always more players coming
to play. If everyone is uncertain or not really in the mood, then we end up
with maximum a handful of players, which is fine for me also.

In TLC it's also important to invent something as a TL to make the mission
more interesting and bring a challenge to everyone in the team. Sometimes
I make the mistake of talking/explaining too much to everyone in general
and they either forget what to do or we not paying attention. It's best to give
some general idea of what you plan to do with the mission and then if you
have groups give them tasks. From there you have to give a certain role
to every player so they know exactly what to do and what not. If I am a bit
sleepy myself, I am not very clear :rofl:

"Straight and narrow is the path."

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  • snowman
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8 years 11 months ago - 8 years 11 months ago #8 by snowman
Replied by snowman on topic team coop players
What I always thought would be very interesting is to create some spawns where
there are not enemies, so you have even more variety :nod:

This and randomization of the map would be very much appreciated. One can spawn
in a place where the enemy is random, but doesn't look where you spawn e.g. spawning
behind 1-2 patrols who are having a smoke, but if you restart, the two might not be there
or could be walking away from the spawn.

"Straight and narrow is the path."
Last edit: 8 years 11 months ago by snowman.

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8 years 11 months ago - 8 years 11 months ago #9 by Stern
Replied by Stern on topic team coop players

snowman wrote: What I always thought would be very interesting is to create some spawns where
there are not enemies, so you have even more variety :nod:

This and randomization of the map would be very much appreciated. One can spawn
in a place where the enemy is random, but doesn't look where you spawn e.g. spawning
behind 1-2 patrols who are having a smoke, but if you restart, the two might not be there
or could be walking away from the spawn.


This can be discussed and argued here:
http://www.rprclan.com/forum/23-modding/2477-random-play-maps-request?start=108#12923
*I just had an idea - Libya1 could be made to Extended version like Brest ??

The one who hesitates is lost !
Last edit: 8 years 11 months ago by Stern.

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  • snowman
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8 years 11 months ago #10 by snowman
Replied by snowman on topic team coop players
Yes, that was my previous plan, but I abandoned it last year. I was too busy
with stuff after the whole summer and fall working on the house.

Libya 1 should be like the original version where reinforcements can come.
I don't know if it's possible to display a countdown timer on screen so you
know how much you have to rescue the prisoners. We need to think about
objectives first, then make a blueprint like the ones made for Brest and Arctic1.

Have a beautiful evening :love:

"Straight and narrow is the path."

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