GhostReconJunky
03-09-2006, 03:42 AM
As an original R6 gamer, I feel commited to stating my opinion of R6 as a series.
This is all subject to change. And I will add as I have more time to do so.
Climbing System:
One of the coolest features that was forgotten in RvS was the climbing feature. All titles prior to this let you climb small objects. These objects were specific and somewhat rare. But it is definitely a feature that should comeback in the next installment of the series. Just make sure you don't make it into a flying glitch like in Rogue Spear!
Movement System:
R6 has had pretty standard and boring movement since day one. Run and walk, that's all she wrote. However, this can be improved upon greatly. There should be 4 different movement types, and these movement types should all affect a "Stamina Bar." You can refer to the stamina bar via the GUI interface, and/or audible and visible changes in the players actions. Lockdown's movement system was awesome! With the exception of the hideously fast running speed! One of the only features of that installment that I enjoyed was it's ultra realistic movement. You should NOT be able to scope while running. It is simply impossible to scope a weapon while running and shoot with pin point accuracy like in RvS. Lockdown's system was correct even down to the snipers being unable to move while scoped. Good job, and I hope it carriers over to the later installments.
Walk - Walking shouldn't have any affect on the stamina bar. It does not stress the operatives body in any way. A walk speed should be a steady pace where an operative could aim while moving farily accurately.
Run - Running definitely should have an affect on the stamina bar. After a somewhat long distance has been ran, the operative should begin to feel fatigued (naturally). He should be audibly noticeable as he begins to breathe slightly heavier and heavier. Aiming should be greatly decreased down to a VERY inaccurate shot. The operative should also begin to slow down after a limited amount of running.
Sprint - Sprinting should be a new and innovative feature to the R6 series. In this movement form, an operative should begin to run at the fastest speed of his ability. This option would be primarily used as an evading tactic, or a faster way to arrive behind cover fire. In this movement form the operative should also bring his weapon down to his torso for absolutely no aiming ability until returning to a Run, Walk, or...
Prone - The prone position was an excellent addition to the R6 series from RvS. It allowed a very accurate and controlled rate of fire. The mobility of this position was very low and realistic. You had limited horizontal and vertical vision, as well as crawling speed for fowards, backwards, and sideways. A great feature that should definitely be implemented into later installments of the series.
Gun System:
R6 really capitalizes in some of the gun attributes, and really lacks in others. To start, I'd like to note that making the game with all the correct weapon names and attributes is 100% necessary to a realistic tactical shooter. Further branching out, the weapon system could be improved with realistic aspects, such as gun jamming. Operatives have a great understanding of weapons, and before entering battle would most definitely perform maintenance on their weapon. Therefore gun jamming would have to be very rare to be a fun and realistic feature. Now as far as a recoiling and blooming system, I think RvS has the right idea. Some will argue that the R6 series should either bloom or recoil as you fire your weapon. However, I think the bloom while recoiling system in RvS was by far the best. It made using weapons a skill more than preference. I do believe the RvS system was a bit exaggerated on the bloom effect. But I must say it was pretty damn close to perfect.
Wounding System:
The wounding system is extremely lacking in the series. It has so much room for improvement. This is Redstorm's opportunity to really set the standard. With that said, it has been an idea of mine (and many others) to implement a realistic wounding system. Branching out on this idea:
General - General wounds could inolve blood loss. A completely new system I'd like to propose to the series. After a major wound takes place, the gamer has about 1 minute to find another play to help him/her. This other player would need to help in the form of a completely new item; The "Field Medical Kit." This kit item could be selected in place of other kit items such as the Heartbeat Sensor, Grenards, Electronics Kit, etc... The "Field Medic Kit" (FMK) would not necessarily repair the player to a healthy state, but rather repair him to a state where he will not bleed out to his death. This idea would serve as a very fun and intense gameplay feature to the new R6 games. Friends will be desperately trying to save each other while taking heavy fire themselves. Not all wounds should result in a bleed out death, only major wounds.
Arms - Arm wounds should disable the gamer's ability to shoot accurately
Legs - Leg wounds should disable the gamer's ability to run or even move in some cases. This would also present a new and fun feature to R6. A player can be be shot to the ground via a leg wound, but still play while being immobile. The FMK could come into play with this feature as well.
Also: When operatives are nearing death they should become disoriented. Possibly even lose functionality of their movement keys (in ex: pushing W to move forward makes you move left). Vision should blur until the darkness consumes them! haha Seeing a player stumble around all disoriented and about to die would be satisfying to view! Admit it!
Respawn Feature:
This is Rainbow Six we're talking about. A tactical game cannot and should not allow immortality. If you get killed, you must suffer the consequences of being the inferior player (wait for the next round). Then maybe you can better yourself as a tactical player, and survive the next round. Putting respawns in R6 makes us gamers not value our life (in game). And if we do not value our in game life, we are just putting the tactical aspect of the game in the trash. Not to forget, every single title up to RvS was a huge success. If the games a hit without respawns, UBI has nothing to worry about as far as selling the game without the option.
Spectator Feature:
The spectator feature of R6 will make or break the series. It MUST be in R6 for the game to be a success. R6 is a personal game. Everyone knows everyone. Having the spectator feature in game enables players to focus their attention on others. This level of personal gaming is loved by the community. So if you are a new person to the series (RvS or later), your opinion on respawns is somewhat irrelevant. And you must develop the respect of the series as a whole.
In the Extreme Event:
If the developers refuse to remove respawns from the game, they must at least implement it as a tactical/realistic feature. An idea that approaches a "Realistic Respawn" (two words that should not be together) would be a helicopter that brings reinforcements to a safe insertion zone, once half your team is dead. That would significantly decrease in "waiting" as well as serve a somewhat fun feature. This feature could also be used as a "Join On The Fly" feature. Once you have 3-6 players waiting to join a round, a helicopter could be dispatched to "Join On The Fly." This could be fun for a capture the flag game type too.
This is all subject to change. And I will add as I have more time to do so.
Climbing System:
One of the coolest features that was forgotten in RvS was the climbing feature. All titles prior to this let you climb small objects. These objects were specific and somewhat rare. But it is definitely a feature that should comeback in the next installment of the series. Just make sure you don't make it into a flying glitch like in Rogue Spear!
Movement System:
R6 has had pretty standard and boring movement since day one. Run and walk, that's all she wrote. However, this can be improved upon greatly. There should be 4 different movement types, and these movement types should all affect a "Stamina Bar." You can refer to the stamina bar via the GUI interface, and/or audible and visible changes in the players actions. Lockdown's movement system was awesome! With the exception of the hideously fast running speed! One of the only features of that installment that I enjoyed was it's ultra realistic movement. You should NOT be able to scope while running. It is simply impossible to scope a weapon while running and shoot with pin point accuracy like in RvS. Lockdown's system was correct even down to the snipers being unable to move while scoped. Good job, and I hope it carriers over to the later installments.
Walk - Walking shouldn't have any affect on the stamina bar. It does not stress the operatives body in any way. A walk speed should be a steady pace where an operative could aim while moving farily accurately.
Run - Running definitely should have an affect on the stamina bar. After a somewhat long distance has been ran, the operative should begin to feel fatigued (naturally). He should be audibly noticeable as he begins to breathe slightly heavier and heavier. Aiming should be greatly decreased down to a VERY inaccurate shot. The operative should also begin to slow down after a limited amount of running.
Sprint - Sprinting should be a new and innovative feature to the R6 series. In this movement form, an operative should begin to run at the fastest speed of his ability. This option would be primarily used as an evading tactic, or a faster way to arrive behind cover fire. In this movement form the operative should also bring his weapon down to his torso for absolutely no aiming ability until returning to a Run, Walk, or...
Prone - The prone position was an excellent addition to the R6 series from RvS. It allowed a very accurate and controlled rate of fire. The mobility of this position was very low and realistic. You had limited horizontal and vertical vision, as well as crawling speed for fowards, backwards, and sideways. A great feature that should definitely be implemented into later installments of the series.
Gun System:
R6 really capitalizes in some of the gun attributes, and really lacks in others. To start, I'd like to note that making the game with all the correct weapon names and attributes is 100% necessary to a realistic tactical shooter. Further branching out, the weapon system could be improved with realistic aspects, such as gun jamming. Operatives have a great understanding of weapons, and before entering battle would most definitely perform maintenance on their weapon. Therefore gun jamming would have to be very rare to be a fun and realistic feature. Now as far as a recoiling and blooming system, I think RvS has the right idea. Some will argue that the R6 series should either bloom or recoil as you fire your weapon. However, I think the bloom while recoiling system in RvS was by far the best. It made using weapons a skill more than preference. I do believe the RvS system was a bit exaggerated on the bloom effect. But I must say it was pretty damn close to perfect.
Wounding System:
The wounding system is extremely lacking in the series. It has so much room for improvement. This is Redstorm's opportunity to really set the standard. With that said, it has been an idea of mine (and many others) to implement a realistic wounding system. Branching out on this idea:
General - General wounds could inolve blood loss. A completely new system I'd like to propose to the series. After a major wound takes place, the gamer has about 1 minute to find another play to help him/her. This other player would need to help in the form of a completely new item; The "Field Medical Kit." This kit item could be selected in place of other kit items such as the Heartbeat Sensor, Grenards, Electronics Kit, etc... The "Field Medic Kit" (FMK) would not necessarily repair the player to a healthy state, but rather repair him to a state where he will not bleed out to his death. This idea would serve as a very fun and intense gameplay feature to the new R6 games. Friends will be desperately trying to save each other while taking heavy fire themselves. Not all wounds should result in a bleed out death, only major wounds.
Arms - Arm wounds should disable the gamer's ability to shoot accurately
Legs - Leg wounds should disable the gamer's ability to run or even move in some cases. This would also present a new and fun feature to R6. A player can be be shot to the ground via a leg wound, but still play while being immobile. The FMK could come into play with this feature as well.
Also: When operatives are nearing death they should become disoriented. Possibly even lose functionality of their movement keys (in ex: pushing W to move forward makes you move left). Vision should blur until the darkness consumes them! haha Seeing a player stumble around all disoriented and about to die would be satisfying to view! Admit it!
Respawn Feature:
This is Rainbow Six we're talking about. A tactical game cannot and should not allow immortality. If you get killed, you must suffer the consequences of being the inferior player (wait for the next round). Then maybe you can better yourself as a tactical player, and survive the next round. Putting respawns in R6 makes us gamers not value our life (in game). And if we do not value our in game life, we are just putting the tactical aspect of the game in the trash. Not to forget, every single title up to RvS was a huge success. If the games a hit without respawns, UBI has nothing to worry about as far as selling the game without the option.
Spectator Feature:
The spectator feature of R6 will make or break the series. It MUST be in R6 for the game to be a success. R6 is a personal game. Everyone knows everyone. Having the spectator feature in game enables players to focus their attention on others. This level of personal gaming is loved by the community. So if you are a new person to the series (RvS or later), your opinion on respawns is somewhat irrelevant. And you must develop the respect of the series as a whole.
In the Extreme Event:
If the developers refuse to remove respawns from the game, they must at least implement it as a tactical/realistic feature. An idea that approaches a "Realistic Respawn" (two words that should not be together) would be a helicopter that brings reinforcements to a safe insertion zone, once half your team is dead. That would significantly decrease in "waiting" as well as serve a somewhat fun feature. This feature could also be used as a "Join On The Fly" feature. Once you have 3-6 players waiting to join a round, a helicopter could be dispatched to "Join On The Fly." This could be fun for a capture the flag game type too.