@tacplay said in [Suggestion] Realism COOP Game Mode:
I really would like to see this game offering a realistic mode, but when you think about where the devs came from and what Insurgency is meant to be, it's understandable they don't really think about that kind of realism.
Uh, you completely lost me at 'where the devs came from' -- just where exactly is that -- that it would obviate any tactical realism in the game's design?
Insurgency is meant to be a fast paced actionshooter and they often talked about the middle-ground between CoD and Arma, so it seems legit what the gamemodes offer as of now.
Where does it say that? Insurgency Sandstorm is no where even NEAR the middle, in most regards it's far closer to CoD, and in some it's even more action/arcade then CoD and more like a Korean MMO action shooter. The only (arguable) realism in Insurgency Sandstorm is aesthetic; the art assets, sound design, level design and atmosphere are fantastic! The game play is one-dimensional arcade zombie shooting gallery, with all the play share you'd expect from that.
I really enjoy Hardcore, even if it's not that realistic and I think their idea of the game is nice.
It's not only not that realistic, it's not any more realistic (in any regard) then the default mode, just like CoD's 'HARDCORE' mode. This may be some action/arcade realism FanBoy's notion of some kind of skill challenge, it's not remotely realistic, or more realistic then the default -- even arguably...
It's just that there is a lot more additional potential with a realistic mode they probably are not aware of. The problem with Arma is, for example, you have to invest tons of time into just one good mission. There's an intensive scheduling going on before missions and we spent hours just getting started sometimes.
ArmA's design, very much like VBS, is invested in scale realism, not tactical realism, these are very different approaches to game design and outcomes as far as goals.
In a Scale Realism developers try to scale, albeit on compressed scale all elements strategic, tactical, and logistic that they regard as critical to military intervention or a 'mission' -- the deign approaches many of the goals of a simulator, but is focused on those that contribute more significantly to real mission outcomes.
Tactical Realism game design is primarily focused on realism with respect to combat maneuver-fire tactics, where realistic tactics prevail and unrealistic tactics not only don't prevail, they can't or won't work -- just like the real world combat. So, Rambo charges, circle strafing, bunny jumping, racing, lone wolfing it -- fill in the blank with this game's litany of arcade fantasy tactics (there's a shit load) just don't fly or make for a very unrewarding approach to play in a good tactical realism game...
In Sandstorm virtually no realistic maneuver tactics prevail; even the most fundamental like bounding and flanking that have been the main-stay of TR game design are completely obviated by the arcade race to the magic zombie hoard spawn fort, and then death matching the zombies. Hell, even circle-strafing works to kill poor Ahab's zombie presence, as well as every other speed-spam, run-and-gun, arcade gaming the game fantasy tactics.
The majority but wanted to have 1-2 h immersion in the evening though, those players would instantly switch to Insurgency if there was some kind of "mission" gamemode with realistic (authentic), immersive gamestyle.
What you're talking about here isn't part or parcel of any good TR game, in a TR game you're dropped into the front end of the theater/scenario and confronted with all logistics and strategic placement done for you, your at the 'going in' part of the story.
So let's hope devs get the mod-kit going, perhaps we'll put some effort in an Arma-mode as a community ^^
Again, I'm not rooting for scale or sim realism here at all, just like the obviously poorly understood references made to Tactical Realism in the news posts properly addressed, and NWI actually wrap at least token attention to tactical realism into the existing COOP missions -- this would NOT be hard! Conceptually:
- fix the scoring system so it doesn't reward racing and score whoring
- score/reward (if you must) realistic mission success parameters for surviving players
- expand the size of capture areas
- expand the scope of the objectives beyond death matching or detonating
- bots spawn and patrol from more diverse and realistic locations (the maps certainly offer them)
- more bot skill/difficulty options
There are a litany of ways to approach this mechanically using the existing simple UE triggers and bot mechanics, and even the existing mission design, this is not hard or expensive.
Game time would not be functionally any longer then it is now, though there could be fewer and more challenging objectives on coop map that would take more maneuver for a squad to approach, cover, capture or otherwise interdict (VIP extract, cover support for convoy extract et al.)...
These are fast, generic, easy to understand COOP tactical realism mission designs that have literally been executed, on thousands of maps in hundreds of games, that would vastly more realistic (and fun) then anything Insurgency Sandstorm has to offer currently.
As things are now Insurgency Sandstorm COOP offers SOTA art assets, and atmosphere, but is a one-dimensional, b-line arcade race and score whore shooter. Rapid player attrition demonstrates repeatedly how poorly this sustains people's interest and enthusiasm.