driven troops/assets - Therefore the potentiality of third person camera manipulation for PvP advantages is less prominent and those who do run PvP servers turn it off by default.Ĭan you tell those who haven't experienced RAPID ASSAULT how the third person mechanic is balanced for online PvP gameplay? Can we unfairly peer around corners from the safety of detection and cover? Can tanks/vehicles traverse the battlefield with the "all-seeing eye effect" most realism enthused players despise? Arma is a more methodically slower paced game and mostly consists of large groups of players taking on scenarios against mass A.I. You mentioned ArmA as an inspiration and have implemented a Third Person option similar to said title. I felt the individual details for the plethora of features touched on were perhaps a bit vague and in turn can shy some potential players/backers away. We appreciate the community's interest.Ĭomrade: These questions are generally based on the gameplay bullet points featured on your Kickstarter page. Rapid Assault Q&A with Executive Producer of Cornered Rat Software, Al "Rafter" Corey.Ĭomrade: Thanks for responding via Twitter and giving the opportunity to quell some concerns and inquiries about RAPID ASSAULT. Reason being was I saw Red Orchestra being mentioned as an inspirational piece in CRS's new title and figured the community of said game would naturally have some inquiries about Rapid Assault. Rapid Assault Q&A w/ CRS Exec Producer Al "Rafter" CoreyĪs I stated in my prior post I had the opportunity to send some questions based upon reactions here and my own personal concerns.
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