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 Red Orchestra 2

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Ikaros
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Messaggi : 434
Data d'iscrizione : 28.06.10
Età : 36

MessaggioTitolo: Red Orchestra 2   Gio Ago 11, 2011 3:22 am

Ciao!
A metà settembre esce questo gioco, che sembra molto molto interessante...
Red Orchestra 2

E' stato realizzato con un costante supporto di idee da parte di una community di volontari,
che hanno proposto meccaniche di gioco, level design, tattiche, etc...

Red Orchestra 2 is a first person shooter with realistic gameplay elements. Guns behave realistically, with bullet drop and spin taken into account. The game also does away with elements of a traditional HUD like an ammo counter, forcing players to remember, or manually check, how many bullets are left in the gun's magazine.[6] The game's first person cover system allows players to hide behind objects in the world to avoid gunfire. While in cover players can peek out to take more accurate shots or fire blindly.

Alcuni estratti:
Damage System: A detailed hit detection system. Specific bodyparts hit are more lethal than others.
Adjustable Sights: Iron sights as well as scopes on weapons are adjustable for longer and shorter ranges.
Weight System: The player can carry multiple weapons as well as grenades, but has a maximum allowed weight and will slow down as they carry more.
Character Progression: Players can gain experience and rank.
Destructable Buildings: Any and all buildings are destructible if the mapper wants.
SDK: The game ships with SDK and a Mapping Tool out of the box.

Multiplayer:
Realism Settings: 2 Settings. Relaxed Realism and Realistic.
Deathmessages: 3 Death message settings. Normal, Delayed, and Off.
Kill Assists: You now get points for assisting a kill.
Spawning: Choose to spawn at a predefined spawn point or on your squad leader.

Modes
Territory Mode: This is the original gamemode that made Red Orchestra famous. Attack, Hold and Defend objectives within the set timelimit, or until one side runs out of reinforments.
Countdown Mode: Countdown mode is a single life gametype that is governed by a short countdown timer. Players will have to attack or defend a series of objectives, but with only one life per objective. If the attackers capture the objective, all players respawn and move to the next objective. If they do not capture the objective before the timer expires, they lose. Maps will have "key objectives" which when taken will allow the attacking team a single respawn on a later failed capture.
Skirmish Mode: This mode can be played online and offline. You get three fire teams of three members each. Fire team members can be made up of human players or AI. The goal is to 'clear' the map of enemy AI. It can be compared to Terrorist Hunt mode in the Rainbow Six games.

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