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I saw somewhere (probably the FAQ) that there will be a point system for your loadout In RoN, similar to what Insurgency: Sandstorm has. I play that game a lot and, in my opinion, the 15-point system does not do anything positive for the game. In ranked, the points do not go as far because the cost of weapons in points is higher in ranked. So if you're trying to push someone camping a point, you basically just have to run around the corner and jump or do some gimmick-ie type of move to throw the opponents aim off, and the game essentially just loses its purpose and becomes arcadey and boring.

I want a game where you're rewarded with success for moving tactically and slowly. Where you have equipment at your disposal to flash and clear, instead of running around running and gunning like you're at a track meet with no carrier, no trauma plate, no weapon attachments, no equipment, and zero tactics. People in this community may hope that the game is this way, maybe they want RoN to be slower and more like old school Rainbow Six games. Either way, what is your ultimate plan, Void Interactive, for gear and loadouts in Ron's multiplayer/single player systems? Is the point system, assuming what I read is accurate, a definitive system being implemented? Or is it still being discussed and experimented on for alpha or what?

Thanks

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about 5 years ago - /u/eezstreet - Direct link

First, it should be clarified that we're definitely going for an old school Rainbow Six and SWAT type of game, and if there's "running around running and gunning like you're at a track meet" then there's something about the gameplay that needs to be addressed to go in-line with our vision for the game.

The current "accessories point" system as described in the FAQ only applies to weapon accessories and doesn't affect any other gear. There are downsides to using attachments so it's possible that you may not want to use all that you have available.

This is not to be confused with the preplanning system which uses an unrelated set of points/money to purchase personnel, deployables and entrances for your team to use.

about 5 years ago - /u/eezstreet - Direct link

Originally posted by Roque_THE_GAMER

Question: How would you stimulate the use of cheaper and less performing weapons? like in SWAT 4 no one used the revolver, M1911 and shotguns since they were the worst weapons in the game, so people stick with Glock+MP5/M4 as the meta, if the point system does not apply to other gears then why would I get a weapon that is not in the meta(AKA less perform) for less points and still keep my utility like grenades?

So, this kind of stuff in particular is open to changes and I suspect we'll be doing a lot of fine tuning, experimentation and stuff like that as we get closer to release to present a balanced game to people, but one of the ideas we've considered is that some weapons may cost a fixed number of accessory points just by existing in your loadout. The taser for instance doesn't accept any attachments, but it's such a powerful piece of equipment that it really should have some kind of downside for having in your kit. Or maybe it costs accessory points for the individual taser cartridges.

By having a functional game, and (here soon) having the alpha testers dig into it, we're in a pretty sweet period where now we have the stuff we had on paper and can see how it plays out.