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Magn
06-25-2004, 09:17 AM
If you have any suggestions for training modes in future Rainbow Six games (aside from the already available options like number of terrorists, difficulty, etc.), post them on this thread. I know a lot of the stuff in here would make the game WAY easier. But remember, this is for training mode only. I know that training ought to prepare you for the real thing, but I know that for some people, this game is already very hard, even on recruit.

GENERAL:
The training missions follow either "terrorist hunt" or "hostage rescue" formats. "Countdown" should be available also.
There should be a basic CQB manual available.
Voice recognition! So we don't need to use the quick order interface.
Allow replays.
Choose lighting level for training stages.

ENEMIES:
Edit the restriction kit of enemies.
Choose whether they are stationary or moving.
If moving, choose minimum and maximum speeds.
Choose their hearing range.
Choose whether they are responsive or unresponsive to suspicious noise.
Choose whether they are responsive or unresponsive to an altered environment (dead bodies, blood, bulletholes, debris).
Choose whether they fight or flee (or a ratio).
Choose whether they respond by shooting and/or grenading, or neither.
Choose what stances they are allowed to take.
Choose their allowed armor level(s).
Allow for respawn of enemies (or have an infinite supply of enemies walking through some doors at the edges of the map)

GUNS, AMMO, GRENADES:
Allow for infinite bullet capacity in gun. (no reloads necessary)
or Allow for infinite magazine capacity. (infinite reloads)
---I know I'm skirting realism here, but these are just for convenience sake. Some people don't want to have to reload a level just to get more ammunition.
Allow for tracer ammo to be used (by both enemies and allies).
Allow for paint ammo (so you see what you, allies, and enemies hit).
If using paint ammo, allow for the bodies to be viewed afterward.
Allow for bright guns (to distinguish hostages from enemies easier)
Allow for bright grenades.
Change grenades' effective ranges.

-Documn

I've got a headache. I must be breathing in too much nitrogen.

Magn
06-25-2004, 09:17 AM
If you have any suggestions for training modes in future Rainbow Six games (aside from the already available options like number of terrorists, difficulty, etc.), post them on this thread. I know a lot of the stuff in here would make the game WAY easier. But remember, this is for training mode only. I know that training ought to prepare you for the real thing, but I know that for some people, this game is already very hard, even on recruit.

GENERAL:
The training missions follow either "terrorist hunt" or "hostage rescue" formats. "Countdown" should be available also.
There should be a basic CQB manual available.
Voice recognition! So we don't need to use the quick order interface.
Allow replays.
Choose lighting level for training stages.

ENEMIES:
Edit the restriction kit of enemies.
Choose whether they are stationary or moving.
If moving, choose minimum and maximum speeds.
Choose their hearing range.
Choose whether they are responsive or unresponsive to suspicious noise.
Choose whether they are responsive or unresponsive to an altered environment (dead bodies, blood, bulletholes, debris).
Choose whether they fight or flee (or a ratio).
Choose whether they respond by shooting and/or grenading, or neither.
Choose what stances they are allowed to take.
Choose their allowed armor level(s).
Allow for respawn of enemies (or have an infinite supply of enemies walking through some doors at the edges of the map)

GUNS, AMMO, GRENADES:
Allow for infinite bullet capacity in gun. (no reloads necessary)
or Allow for infinite magazine capacity. (infinite reloads)
---I know I'm skirting realism here, but these are just for convenience sake. Some people don't want to have to reload a level just to get more ammunition.
Allow for tracer ammo to be used (by both enemies and allies).
Allow for paint ammo (so you see what you, allies, and enemies hit).
If using paint ammo, allow for the bodies to be viewed afterward.
Allow for bright guns (to distinguish hostages from enemies easier)
Allow for bright grenades.
Change grenades' effective ranges.

-Documn

I've got a headache. I must be breathing in too much nitrogen.

Betopower1
06-25-2004, 02:50 PM
Hi, I like this topic because the game can begin to be very hard, I would love to have an indepth-training, the shooting range isn't bad, I go there often, but it doesn't do much to help you. I was thinking if they had moving ranges, popup-ranges, and more of the "Killing House" attributes. This would not only make you feel more like a real operative. But it would also actually make you better in the game.

AS OF NOW, targets are still and they dont move. -Training:shooting.

Comments anyone?

blankypoo
06-26-2004, 09:27 AM
-Mission Planning Tutorial
- Show basic steps in making your own mission plan
-Gun Selection at Firing Range
- allows for rookies to try all weapons out, noting their benefits and drawbacks
- beats looking at bar graphs
- I'm a sucker for Perfect Dark - I liked their shooting range, different missions(taking advantage of different aspects of all guns) to complete, allowing for awards.
- I like the idea of moving targets - using timed sequences of popups could also be used for an early room clearing training, so target's dont shoot back, this can be made for random sequences, getting rookies used to IDing enemies quicker.
- Movement training should include room clearing/formation strategy
- readies them for online play
- how to enter a room, which side of door to stay on
- where to throw grenades
- generalized strategy, stuff you don't learn from playing maps over until you know the exact movements to make.