Topic: implement different classes in coop

Is it possible to implement medic, field ops etc. in coop just like enemy territory?
And reduce health packs and ammo packs in the game.
So we must rely on each other more than before.

Re: implement different classes in coop

I have thought about that, but I never came around implementing this

Re: implement different classes in coop

hey fretn, why not?

4 (edited by Jouhan 2016-01-12 14:50:11)

Re: implement different classes in coop

smalleyesxx wrote:

hey fretn, why not?



R u serious?! U gone mad?! https://www.nukeworker.com/forum/Smileys/new/spank.gif
Why u dont play Enemy Territoty?? Cooperative its about cooperation!


Please Fretn dont do that.
Dont kill this mod, dont kill Cooperation.
The true count fan of the RtCW game is very very little.


Btw.. with GuyWithSlowNet we thought to add more models for choose, characters like:
http://jday.in.ua/uploads/map/img/71439/sp_hindenburg2.jpg
special agent
http://wolfmap.ru/alexdok/rtcwsm/pics/sp_skins003.jpg
classic b.j. or with helmet and backpack
http://i.idnes.cz/13/124/cl6/ZEL504156_2013_05_20_00001.jpg
http://media.moddb.com/images/mods/1/23/22742/2013-05-20_00007.jpg
professor from Time Gate addon
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/rtcw_higgs&murphy.jpg
or commander Higgs and Murphy

---The Challenger---

Re: implement different classes in coop

Jouhan, just a suggestion. Ya I think about cooperation so I think about classes.

We still have the same goal but we can help each other except run and shoot in the game.

It's more cooperative, isn't it?

Re: implement different classes in coop

As a starter I am kinda against the classes, because it will easily break the balance, but I think there might be ways to implement it. With a different game setting, selecteable cvar ofc.

It would be pretty much Medic and Field Ops (call an ammo drop from a plane??) probably. But I think the count they can carry should be limited to only few. And also as in ET, they could not carry real guns anymore.. Reviving would be probably most useful thing so you would not have to wait for your friend to run back to your location.

As a side note it could be fun to implement random landmines (this could be manually preset in Ents file, forexample place 30 entities in a map and randomly spawn 10 of them). Then engineers could disarm them when encountered. This way we could limit the routes that are usable, so you cannot use all shortcuts. Also field/covert ops could maybe spot them? Basicly everything could be done in mapping, except the code for landmine and engineer. This would be only way to slow down the Web clan... big_smile

Re: implement different classes in coop

-SSF-Sage wrote:

...........This would be only way to slow down the Web clan... big_smile


We will never be stopped yikes !



big_smile



I'm with Jouhan and Sage on this one, the last thing our beloved RtCW Coop needs are Rambo Medic assholes running around the maps healing themselves and checking their frag count. We fight through each map as a unit, supporting each other every step of the way, then we capture the next spawn flag and fight on from there.


Jouhan bro, did you and Slow get these new models to work for the Allied Squads?

Re: implement different classes in coop

{WeB}*GANG$TA* wrote:

Jouhan bro, did you and Slow get these new models to work for the Allied Squads?


So far, nope. sad We talked about it... and i just tried add some heads from ET terminator squad. But there was problems with compatibility probably, cuz, i had smaller head. lol Second one: my body disappeared and you saw running around only MP40 (gun in air). It looked ridiculous. lol

---The Challenger---

Re: implement different classes in coop

Jouhan wrote:

..............second one: my body disappeared and you saw running around only MP40 (gun in air). It looked ridiculous. lol



http://i.imgur.com/YWnHGlG.jpg
big_smile big_smile big_smile

Re: implement different classes in coop

smalleyesxx wrote:

hey fretn, why not?

not enough free time smile

Re: implement different classes in coop

Jouhan wrote:


R u serious?! U gone mad?!
Why u dont play Enemy Territoty?? Cooperative its about cooperation!

hey, keep it friendly, everybody can have an opinion

Jouhan wrote:

Please Fretn dont do that.
Dont kill this mod, dont kill Cooperation.
The true count fan of the RtCW game is very very little.

If I would have implemented it, it would have been an optional setting

12 (edited by Jouhan 2016-01-13 20:03:14)

Re: implement different classes in coop

fretn wrote:

hey, keep it friendly, everybody can have an opinion



I apologise for this upset.. but this is my opinion. For thousand RtCW players is this game just a game, after time forgettable. But for me isnt just a game, cuz im RtCW.
TheSlow/GuyWithSlowNet and Gman/{WeB}*GANG$TA*, knows what im talking about. neutral

---The Challenger---

Re: implement different classes in coop

Jouhan wrote:

.....{WeB}*GANG$TA*, knows what im talking about. neutral



Yep, all things "Return to Castle Wolfenstein" have become a huge part of my life, I'm very passionate about it, just like I know you are too, Jouhan. I know Fretn is the same, also, MAN-AT-ARMS, Sage, Ronboy and Dogster.

The best game ever created smile .

Re: implement different classes in coop

smalleyesxx wrote:

Is it possible to implement medic, field ops etc. in coop just like enemy territory?
And reduce health packs and ammo packs in the game.
So we must rely on each other more than before.


The last few weeks I've been working on this feature as a separate gametype.
It might take some months before it's fully finished, but currently you can play as medic, engineer, soldier and LT.

A soldier can use all weapons, while medic, lt and engineer only the weapons from Multiplayer, they can't pickup the other weapons.

A medic can already revive and a medic is the only person who can pickup medpacks (and meals etc), this will boost his charge time so he/she can drop medpacks sooner.

The same will be implemented for ammo and the LT, but I'm not there yet.

An engineer will be the only one that will be able to use a dynamite


more info later

15 (edited by KillerSlovakia 2021-08-19 14:21:50)

Re: implement different classes in coop

smalleyesxx wrote:

Is it possible to implement medic, field ops etc. in coop just like enemy territory?
And reduce health packs and ammo packs in the game.
So we must rely on each other more than before.

fretn wrote:

I have thought about that, but I never came around implementing this


Well  First this  Return To Castle Wolfenstein: Cooperative  not  enemy territory

in this game you play Singleplayer campaign [Originals maps  make for coop]   not wait more classes

but idea is like Cool


- KillerSlovakia

Midu RTCW COOP
Server Admin