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Extra campaign options.
Been testing out different options and there a few hardcore playstyles that feel lacking. Though can just be level modifiers. Here are a few options that could spice things up in two parts. Enemy difficulty and map/loadout difficulty. Enemy difficulty Enemy amount per area (base would be current and can go up to 4x) Stash room ambush chance 0-50%.( Spawns a group of enemies when the door opens and fires right away. ) Elite spawn chance 0-25% ( Enemies have a chance to spawn as elites with double health and a tier higher damage but are 25% slower movement) Stealth multi base/50/100/150% ( Extra damage when player is in stealth) Map difficulty No ammo ( Ammo boxes and ammo caches are disabled) Armor ( Armor and caches are 0/50%/base. 0 is disabled) Medkits (Medkits and defibs are 0-100% effective. 0 is disabled) Money multiplier 0/25%/50%/base (0 is disabled) You can have it where they give extra reward or a achievement for completing a certain amount of them. Like a rank 10 challenge run would give a weapon or a cosmetic.( 10 enemy buffs or self negatives or a mix of hard and easy settings. Like no extract would be +5 so you would need a 15 in negatives.)
Enemy progression
I feel like right now enemy force evolves all the same in each campain. I think it would shake things up a bit if there’s some radomization to it. An inspiration I have is the dark events from XCOM 2. The idea is that there should be a meter that increse or decrese for an amount depending on which mission path you choose. Every time it reachs max, the merx gain a new tactic for the rest of the campain. The tactic may be: forced spawing an extra amount of a type of enemy on extraction, price increse on equiments, a forced detection countdown, better protection gears on enemies.
Add a WA2000 sniper rifle
Add a WA2000 sniper rifle as a late game rifle that is semi-auto, high damage, quick reloads, has scope, ammo, barrel and mag mods, offset by very high price and lack of laser and flashlight mods
More 'custom campaign' options
Endless mode A more dynamic continuation would be nice, but even just letting continue the ‘choose one of two missions’ pattern after the 7th mission would be nice Starting cash slider Cash earned multiplier (0%, 25%, 50%, 75%, 2x, etc.) particularly during endless mode Toggle purchase mode (normal/free/banned) ‘free’ lets players run missions with whatever build they want instead of having to manage their resources ‘banned’ forces players to rely on stashes, dead drops, and scavenging more
LPVO Scope attachment
I absolutely LOVE seeing the Vortex UH-1 Holo in the game, I use it every run. But it got me thinking, Vortex also makes the AMG LPVO used by the British military, would be so sick to see an LPVO in the game with a slide-able zoom from 1-10x. The scope is loved by the military and LE but rarely used or seen by civilians, or shown in other games.
Multiplayer scaling slider for Custom Campaigns
I’d like to play 4 player scaled campaign solo for added challenge and I’d imagine that some people would like to play in groups without increasing the game difficulty.
"Attachments Must Be Purchased" modifier
I think the way the attachments work so far is a little underwhelming, but it lends itself well to a system where you can BUY the attachments you want. I’d like a modifier for the custom mode where instead of having attachments be a free equip, you actually have to spend money on them even after they’re unlocked.
Ability to customize individual parts of gun with camos.
I unlocked the gold camo for a handful of guns so far as of this post and I noticed that on the AK, the gold camo extends to the handguard and stock (which I think looks tacky). Would it be possible to add in the ability to individually camo customize certain parts of the gun like in Ghost Recon Breakpoint? (ie: Magazine, Barrel, Hanguard, Upper and Lower Receiver, Stock, etc).
Muzzle Brake attachment model for Sahara 50 pistol
Besides gun model being mockingly small, the pistol attachments also include the generic muzzle brake that’s more suited for smaller pistols. It makes little sense to keep it like this while the pistol Sahara 50 is based on has much more impressive and eloquently designed muzzle brake made just for it. I would much rather have this over the haphazardly attached one size fits all reused asset. Pretty please?
New enemy types
The game already has some of the most necessary enemy types, but it could definitely have more. Static ones especially. You could add enemies such as: static turrets (or slowly walking armed drones) lots of cameras depending on map difficulty or modifier (+ camera room that lets you disable or access the cameras the current tanks except they’re armed with different guns than shotguns (grenade launcher, minigun, double handed with desert eagles or smgs / assault rifles) current melee type enemies with stun batons current snipers with incendiary ammo secret ops that spawn nearby and make almost no noise The turrets and cameras can be tied to new skills. Skills that let you make the turrets, drones or cameras turn friendly for example if you sneak up to them and hack them or (as an upgraded skill) lets you remotely hack them from the special room I mentioned.
Teammate specific skills and mechanics
Currently there’s little in the way of inherently enabling teamplay. It’s about as basic as Left 4 Dead in this sense. Sure, L4D is a great game that was ahead of its time, but it also had more interesting and lethal enemies (ones that force you to have teammates around to survive such as the Jockey, Hunter, Smoker or Tank for example. The game has AI companions mind you). And besides, L4D2 came out almost two decades ago, we have since improved upon the co-op shooter concept. What does Rogue Company have? Aside from the ability to revive teammates and them working as additional tactical gadget users / carriers (not like the tactical gear is necessary at all). The game would greatly benefit from a minimal class system and teammate specific skills. And please not just skills such as “revive and heal teammates faster”. I’m talking about creative skills like: Teammates are detected slower in a 50m radius Enemies hesitate when first shooting at you guys when another teammate is next to you (8 meter radius) Gain some pocket change when teammates close-by (15m radius) makes a kill Ability to grab a bit of ammo from a teammate (not stealing / out of thin air) (about 5 shotgun shells or 15 smg bullets or 10 AR shots etc.) 50% Chance to pick up a used gadget of a teammate to use again (used bomb charge lays on the ground ready to be used again by person with this skill)
Crazier skills
Current skills in the game are quite laughable I’m afraid. If the game had a hundred skills with different 4 different rarity categories, most of these would either be the first or maybe the second most common rarity. It’s bland and drastically reduces replay value. By “crazy” skills, I mean things like: ability to slide ability to dash open barricaded doors (every 3 minutes e.g.) ability to avoid weapon jamming (if the game had weapon jam…) ability to throw your weapon (useful in a pinch when you have to reload or have no ammo) ability to jump higher and climb higher things related to better stealth (like stronger melee when undetected, being stealthed again faster etc.) ability to gradually gain more speed if you run for longer than 5 seconds for example a skill that grants you access to certain gadgets you otherwise wouldn’t have access to things that create emergent gameplay, instead of just rounding some corners on your existing playstyle. These might not sound very realistic or tactical, but given that the game already didn’t turn out as tactical in practice as it could have been, I don’t see any harm in trying these things out.
Random Map modifier
Game could seriously benefit from more RNG elements. In this instance, things related to the map, and I’m not talking about procedural map generation. What if maps had map modifiers like: infinite or unkillable snipers aiming in from outside of airport frequent instantly exploding doors (more dangerous than current door traps) on a map overabundance of a certain enemy type or very scarce map resources Dark map (requires purchase of night goggles or finding them on map etc.
Door chokes for player use
We are equivalent to S.W.A.T right? and they have door chokes which they put up on doors to prevent people from ambushing them during operations, the enemies use door chokes so why shouldn’t we be able to do the same? It will also make solo play a bit more manageable
Make Enemies Less intelligent
Lemme start off with, for an early access game, Rogue Point absolutely delivers. Only thing I’m not a fan of are enemies seemingly always knowing where you are (not talking about the moment’s your position gets revealed to them as announced by Command). I might be wrong here but I feel like once I break stealth, it’s pretty much over, the enemies who’ve seen me can pinpoint my location no matter what and weirdly enough, other enemies don’t get alerted by their comrads shouting and gunfire. I feel like this game would greatly benefit from a Far-Cry/Payday/Hitman-like Stealth system where (just like in Far Cry or Payday) you can mark enemies for a couple of seconds by using middle click(ping), Making it be like a worse version of the optiwand essentially. But what I would appreciate most would be if, when you break stealth and make enough of a commotion, every NPC gets put in an Alert stage. So you’d have Neutral - Enemies are patrolling and idle (perhaps adding animations for various activities in the future such as lounging around, smoking etc etc) Alerted - Enemy that hears something suspicous will investigate area for a few seconds, they won’t be calling out to their comrads if they don’t find anything of interest like spotting a player or seeing broken down doors. If they do Spot you during this stage, they should only alert their comrads once you fail to dispatch of them(the alertee) quickly enough. Compromised - After being alerted by their Comrade, Enemies on the map will actively be looking for you, they will search rooms, different classes occupying different important areas such as staches or objectives. You’d for example have juggernauts and snipers hold down said objectives while beserkers and lookouts would scout ahead and look for you. Hostile - Enemies know where you are and are actively engaging, they will always attack your last known position (think of it like how combat in the later Spliter Cell games works, so if you move out of your last known position without exposing yourself, they will return to the Compromised stage if they realise that you’ve managed to scurry away, obviously making that realisation once they’ve managed to push onto your last known position) I have to say that this is the only point I’m unsatisfied with so far. I really enjoy the sense of progression and the difficulty scaling, how you have to be smart with your resources and what to bring when and when to utilise what. I’m curious on what the future will bring for this game! I do feel like the game lacks a bit of direction since I’m unsure if it wants to be a tactical shooter or something else. I do get a lot of SWAT 4 vibes from this game but the shaky stealth system and AI being a bit goofy in combat takes me out of it which makes me feel more like I’m playing something like Payday. I do think this game needs a bit in the oven but I can not overstate enough how much I am in love with the progression system and having a game this good still be in early access makes me very optimistic about this project.
New sniper rifles/ dmrs with added weapon category.
It is currently a bit off having a single sniper rifle in the rifle category and it being just a budget weapon. (which with recent progression changes and slow fire rate make it not worth it) There should be more options for players who prefer the playstyle. These are examples of potential snipers and dmrs that might be fitting for the game with some concept stat ideas. Breech loader rifle- Single shot high damage ( Reload fairly fast and has slightly higher damage than hunting rifle) .Only sights, foregrip and ammo. Steryr scout- Faster firing then the hunting rifle and slightly higher damage. Lever action- High damage and aiming accuracy. Tube mag slow reload. Only sights and barrel and ammo. EBR Mk-14 - High accuracy (in semi auto) and high rifle damage. Full auto built in. Highly moddable. Small magazines. Desert Tech Hti - Highest damage ,high recoil when not in cover. Penetrates enemies and possibly thin walls. Can one shot heavies in the head with ap rounds. Same fire rate as hunting rifle. Only has sights and ammo types.
Toggle button for Push to Zoom or True Aim Down Sights
I tend to want to use both depending on whether I have a laser active or not
Hardcore Campaign Mode/Custom hardcore options
Some of these can be folded into custom campaign as necessary under hardcore options. As the title implies a campaign mode for those looking for a challenge and more weighty decisions. For a hardcore mode I’m thinking no permanent character upgrades, limited/restricted weapon attachments and reworked economy to make lower and middle tier weapons more attractive as well as dead drops. Naturally this could be iterated on with further rebalancing or mechanical changes as deemed necessary.
Potential of Melee weapons
New features can take a lot of work. I say this as a “it would be cool, but it is not required for the game to be fun”. The introduction of melee skills are welcome. However, it makes me long for a couple melee options. With the permanent progression, my wallet is bigger than ever. Having something like melee weapons could be nice and give options. Maybe they dont need to be full “weapons” but instead replace the melee bash. Bound to the same button as to not make it confusing while adding functionality. My initial thoughts are something along the line of a taser to stun/be non-lethal, a knife, and maybe machete for reach? It is possible you already considered it and either cut it or are actively making it and in that case, I am expressing interest. Thank you for everything youve already done <3</p>
RIOT-12 semi-auto request
Over the past 2 updates we’ve received 2 new pump-action shotguns that more or less fill the exact same purpose as Artemis, unfortunately doing nigh same damage, having similar effective range and same’ish ammo capacities. The only real difference between them is their price. I’d like for RIOT-12 to be better representative of its real life counter part in a sense that it was designed to function primarily in semi-automatic mode with pump-action being reserved for low-pressure ammunition such as bean bags and tear gas. The damage and performance of the gun can be adjusted as to not overshadow the more expensive options whilst offering an option of cheap fast firing semi-auto shotgun for those that need it. If we can get a glock with a switch then a switch on a spas is overdue.