File information

Last updated

Original upload

Created by

Jug01

Uploaded by

Jug01

Virus scan

Some files not scanned

About this mod

< GROUNDED IN REALISM >
Joining together a re-balanced AI mod and an overhauled movement mod, with additions, this gameplay suite will make RoN feel like an improved game
We're using experience gathered in roughly 20 years playing and modifying tactical shooters, since the original 1998 Rainbow Six.

Requirements
Permissions and credits
Changelogs
Donations
Jug's Gameplay Review v5.0
Part 1: AI + movement
Part 2: Elite Armory


Description:
< GROUNDED IN REALISM >
Jug's Gameplay Review is a comprehensive mod for Ready or Not, focused on refining AI behavior and various gameplay rules, based on the author's extensive experience with tactical shooters, since the very first title in History, 1998 Tom Clancy's Rainbow Six". In part 1, the AI and Movement modules take center stage, offering a realistic and challenging gaming experience.

### 5.7.6 Notes:
STEALTH MODE ON!
The new version of Jug's AI module has passed through a very careful rebalancing on visibility cones, ranges and related reaction times. This means that you will not be seen from the back of the enemy's head anymore. This will provide the players the opportunity to play RoN as a stealth shooter, bringing the experience a little closer to the classic tactical titles.

If you like playing stealthy, you will probably notice the game got a little easier, but that's not the point. We want you to have a realistic experience. And we want a very consistent visual feedback. So, if the enemy is showing his back to you, you should not alert him.

We also revamped reaction times to reflect that situation, so you may expect the enemy to be very deadly when he actually sees you. Flanking will be more effective now and surprise will finally become another tool in your tactical belt.

The idea is to bring the AI always a little closer to natural human authenticity.

Happy hunting!


### General Notes:

Enemy AI in a Tactical Shooter must be very hard, to reflect the challenges of the real world scenarios and how dangerous CQB really is.

The difficulty, though, must never be due to super-human reflexes, speed or accuracy. 

That's a very poor way to offer a challenge to the player.
It doesn't exist in the real world.


You know what does?

1. FLANKING - With this mod, the enemy will go around and try to get you from the flanks or the six. They'll have more navigational freedom and better awareness about 'something going on' when you're present.

2. TAKING COVER - The enemy will be prepared for you from farther away. They'll take cover and fire at you in situations in which you won't be able to see them. They'll also hide when close to you. Prepare to be sniped. And surprised;

3. SUPPRESSIVE FIRE - If they are too stressed out, they won't need to see you prior to shooting at your rough location. They'll hold their ground and suppress you, forcing you to find alternative ways in. Or you can try your luck. They WON'T aimbot you through walls though.

4. AMBUSHES and DEFENSE AT DEPTH - The enemy will wait for you, weapons up, from the deep corners of a room, from behind cover or locations that cannot be cleared from the outside. They will occupy successive lines of defense when applicable. Check your thresholds and expect the unexpected.

5. LIFE VALUE - The enemy will display a much deeper sense of self-preservation. They won't mindlessly charge you when the situation isn't advantageous to them. They know the initiave is yours. They will be, realistically, easier to tame too. Their morale levels will determine if it's time to die or to live to fight another day.

6. HOSTAGE TAKING - You will face a standoff situation more frequently. How will you defuse it?

7. FAKING - When a suspect surrenders, it's not over yet. If you're not fast to cuff him down, he'll try to flee, or to attack. Keep your eyes open.


### <About "Elite Armory">

Now releasing, one item at a time, Part 2 of the mod:

Elite Armory...

... will be the weapons modules for Jug's Gameplay Review.

Instead of applying a 'one size fits all' solution to all the guns in the roster, I'm offering you my personal tweaks to the weapons I use the most. Don't expect me to cover all guns as it is not the purpose of this mod. The good news is that it is fully compatible to all gun mods out there, superceding them only on the localized gun I mod here. So, you're free to use gunfighter, sniper or not, etc etc. Just give this one a higher number and you'll have my personal tweaks.

The first release is the ARN-18. I changed a long list of features to make it behave as it should in the hands of an elite trained operative:

- Less Recoil
- Less Inertia
- Realistic ROF
- Pmag 35 rounds by default
- Optimal non ADS first person perspective, for natural and agile point shooting
- Optimal scope rail position for target aquisition and situational awareness
- Very fast ADS
- Custom low signature sound

Highly recommended companion mod: https://www.nexusmods.com/readyornot/mods/3733

IMPORTANT: The weapon mod is compatible wih vanilla sights and scopes. If your scope mod is a similar 3d model, it may work too. If it's not, you must load it after this one.


Installation Instructions:
Download the mod files.
Drop the files into the 'paks' folder of the game located at "...steamapps\common\Ready Or Not\ReadyOrNot\Content\Paks".
The mod will be applied automatically. Please pay attention to the load order, with higher numbers in the filename loading last.


Compatibility:
Jug's Gameplay Review v5.0 is compatible with other mods that do not modify the same aspects it enhances.

Changelog Version 5.0:

AI Module:
New rebalance / correction on morale. Expect to find more compliance, based on scenario.
Suspects may charge the player less, taking cover more often for increased realism.
Realistic Health and Damage rebalance.
Suspects will hear stuff and be suspicious from farther away. If you make too much noise, they'll be prepared for you.
Larger cover search radius, smaller cover ignoring radius around you / Swat.
Suspects will tend to ambush you more than flanking / charging, which is expected in a real world scenario.
Various small tweaks on accuracy and reaction time, aiming for human-like behavior.

Movement Module:
Longer free look angles.
Smaller collision cylinder
Longer muzzle thump range
Faster jogging speed
Faster strafe speed when leaning
Ability to climb over short obstacles in game
New inertia rules based on armor types. Less deceleration when using steel, less speed debuff when using heavy armor
More vest slots = 18 for all armored types
Various small tweaks

Strong recommendation:
Use the movement module with the "Allow Sprint" mod for maximum movement freedom.
Recommended speeds (set on "engine.ini"): 338 (jogging) - 580 (sprint). Read the mod's info.

Credits:
Author: Jugulator01 - https://www.youtube.com/jugulator01

Support/Contact:
Support and contact are available via the official channels on the platforms where the mod is hosted.

Appendix:
Custom Maps with individual settings by the AI module:

[Northside_Vending_Remaster]
[Children_Of_Taronne_Tenement_Remaster]
[Victory_Imports_Remaster]
[St_Michaels_Medical_Center_Remaster]
[Red_Library_Remaster]
[Sky_Tower_Remaster]
[SaintPaulAsylum]
[Metro_Station]
[Hideout]
[Gas Station Bomb]
[Gas Station Raid]

Default settings for other custom maps:
MinCivilians = 5
MinSuspects = 15
MaxCivilians = 10
MaxSuspects = 18
MaxRoamers = 6

(if it's a decently sized map, those settings will work fine. If you want to use the map's AI file, give it a pakchunk number higher than the AI mod - you'll deal with vanilla AI then. Ew =P )