Some suggestions to increase the RE playerbase.

I played red eclipse back when it was still blood frontier and have come back to the scene off and on. Over the years (has it really been that long jeez) I've noticed the player base has
always been very low compared to some other indi shooters available such as urban terror, nexuiz, the original saurbraten, warsow, xonotic etc.
So with the 1.3 release on the horizon I thought I'd mention a few things about RE I think could be driving new players away from the game.
1. Some of the weapon models and textures are vastly superior to others in quality and there is a huge noticeable contrast there. I mean no disrespect to any of the developers of these weapons or maps in any way.
I am a 3D artist myself, and I know all to well how much work goes into making a high quality weapon or map.
2. The same as above except for the stock maps.
3. Nearly every server has nothing but insta-gib being played.
4. Not enough variety to the core gameplay (not game modes) to maintain player interest. The parkour system does help a lot with this though. How about implementing something like simple vehicles? Xonotic has already done this
And there is already the mek expansion made by cdxbow (not sure if that's still actively under development if it's ceased).
5. Not frequent enough updates to the game. Very small weekly to monthly updates let the players know the game is still being developed and having content added which provides more incentive to play the game.
Your average casual gamer isn't going to go to source forge to see the development of SVN let alone know what that even means. The biggest problem is that if someone creates a high quality weapon model the creator
has to wait months to a year to see it added to game. Theirs a lot of professional contract 3D artists out there that would probably donate content just to list it on their portfolio (red eclipse is a stand alone shooter after all).
6. No progression system. A good progression system is what keeps the new players playing the game. Team Fortress 2 nailed it the random item finding system. Basically slight variations of weapons or armor you keep in an inventory.
They can be equipped and are only available if you get them from playing the actual game or of course the steam shop. They aren't overly powerful but provide alternate functionality at a some cost, so it's and equivalent exchange.
Perhaps you could offer these items to people who make donations hehe. What's wrong with a little compensation for all your work. Maybe random items or game currency could be awarded for certain achievements made in the game such as
a triple kill.
Red Eclipse is truly a great and innovate shooter but I think it could be so much more with a little extra work. Well anyway, that's just my 2 cents.
I'm currently working on a large scale game which uses the upgrade cube2 engine (Tesseract) and some code from the saur\re community that I'm keeping under wraps for now, but I'll be glad to share my work with the RE team if their interested.
always been very low compared to some other indi shooters available such as urban terror, nexuiz, the original saurbraten, warsow, xonotic etc.
So with the 1.3 release on the horizon I thought I'd mention a few things about RE I think could be driving new players away from the game.
1. Some of the weapon models and textures are vastly superior to others in quality and there is a huge noticeable contrast there. I mean no disrespect to any of the developers of these weapons or maps in any way.
I am a 3D artist myself, and I know all to well how much work goes into making a high quality weapon or map.
2. The same as above except for the stock maps.
3. Nearly every server has nothing but insta-gib being played.
4. Not enough variety to the core gameplay (not game modes) to maintain player interest. The parkour system does help a lot with this though. How about implementing something like simple vehicles? Xonotic has already done this
And there is already the mek expansion made by cdxbow (not sure if that's still actively under development if it's ceased).
5. Not frequent enough updates to the game. Very small weekly to monthly updates let the players know the game is still being developed and having content added which provides more incentive to play the game.
Your average casual gamer isn't going to go to source forge to see the development of SVN let alone know what that even means. The biggest problem is that if someone creates a high quality weapon model the creator
has to wait months to a year to see it added to game. Theirs a lot of professional contract 3D artists out there that would probably donate content just to list it on their portfolio (red eclipse is a stand alone shooter after all).
6. No progression system. A good progression system is what keeps the new players playing the game. Team Fortress 2 nailed it the random item finding system. Basically slight variations of weapons or armor you keep in an inventory.
They can be equipped and are only available if you get them from playing the actual game or of course the steam shop. They aren't overly powerful but provide alternate functionality at a some cost, so it's and equivalent exchange.
Perhaps you could offer these items to people who make donations hehe. What's wrong with a little compensation for all your work. Maybe random items or game currency could be awarded for certain achievements made in the game such as
a triple kill.
Red Eclipse is truly a great and innovate shooter but I think it could be so much more with a little extra work. Well anyway, that's just my 2 cents.
I'm currently working on a large scale game which uses the upgrade cube2 engine (Tesseract) and some code from the saur\re community that I'm keeping under wraps for now, but I'll be glad to share my work with the RE team if their interested.