Interested in experimental SF map/mode ?

General discussion of the Project Reality: BF2 modification.
Spec
Retired PR Developer
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Re: Interested in experimental SF map/mode ?

Post by Spec »

You should make it a night map indeed, with a city with light posts - that would be very good for the gameplay. I would not give the SF too good equipment (mainly just normal carbines, maybe a suppressed weapon for the rifleman specialist class and suppressed pistols for officers) but instead give them the advantage of having night vision. They should, instead of just searching direct combat, be forced to actually get near the objective as unseen as possible. They could use a number of tactics (have a marksman - maybe with night vision integrated in the DMR? Model would be needed however - take out the enemies patrolling there and then move on, or have the specialist take them out with the suppressed SMG or whatever, or simply risk waiting for them to move) to get around without too much trouble, while the insurgents/whoever would, lacking night vision, rely on trapping the enemy with ambushes.

COULD be good. But only if done well. Don't just make it one team with lazorz against one team with greater number.
Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: Interested in experimental SF map/mode ?

Post by Cheditor »

This would be quite fun for playing both sides. Also to balance why not give the SF side 3 first spawns to start with Officer(with normal equipment) medic (with normal equipment) rifleman (normal equipment but remove smoke with grapple) the reason i saw throw away specialist is that special forces are specialists in their own ways so whats the point of having a specialist specialist? Also throw away sniper, hat, aa from the requestable spawns.
SkaterCrush
Posts: 1173
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Re: Interested in experimental SF map/mode ?

Post by SkaterCrush »

Cheditor wrote:This would be quite fun for playing both sides. Also to balance why not give the SF side 3 first spawns to start with Officer(with normal equipment) medic (with normal equipment) rifleman (normal equipment but remove smoke with grapple) the reason i saw throw away specialist is that special forces are specialists in their own ways so whats the point of having a specialist specialist? Also throw away sniper, hat, aa from the requestable spawns.
I can see everything but sniper...what ever happened to "I R LEET DELTA FURCEZ SNAIPURZ AYE KEEL UZZ!!!"?
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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Interested in experimental SF map/mode ?

Post by arjan »

sounds nice, but guys, dont make it so they all have 1337 silencers, ropes, guns full of equipment and all kind of hollywood stuff, keep it real xD
Warpig-
Posts: 1610
Joined: 2008-08-06 20:29

Re: Interested in experimental SF map/mode ?

Post by Warpig- »

If it was done without all the "OMG CAN WE HAVE SPECIAL GUNZ WITH SILENCERS AND RAILZ!?" I'd play it for sure

The idea sounds interesting, especially on night maps or something where you have a large number of OPFOR that can use flares to illuminate (maybe a commander ability like the arty?). And a small group or SF soldiers with night vision.

You don't need to add weapons with assloads of rails. It could be the standard loadout only maybe with a few more items and maybe a few changes to the weapons such as more optics. But it wouldn't need to be a major change

The idea is interesting though for sure.
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arjan
Posts: 1865
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Re: Interested in experimental SF map/mode ?

Post by arjan »

i think it should be more like light weight assault troops
Warpig-
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Re: Interested in experimental SF map/mode ?

Post by Warpig- »

Making them haul less gear isn't going to effect their in game speed as you'd have to create a new faction or screw with the movement speed and sprint time (I'm guessing, I don't know BF2 coding or the engine that well). So basically I figure use the current US Army or Marines and make them a specialist div/section and give them a reskin. Remove something for the night vision. Keep the assets limited to air transport and light reccy style ground vehicles and you'd be all set

The way I'd like to see this happen is basically the same as it is now, with less vehicles more practical infantry gear if possible. Nothing more than an APCs. Night maps and keeping the SF out numbered.
Last edited by Warpig- on 2009-04-26 18:02, edited 2 times in total.
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evya
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Joined: 2008-08-17 11:21

Re: Interested in experimental SF map/mode ?

Post by evya »

i actully prefer SF back in normal modes, but also in mod of itself, maybe hmm:
1-SF defense VIP or object from enemy, small number of SF with special equipment but no spawns, and with only 2 MG and 2 LAT kits[using dome of death to make SF stay in the place] defending hill or buildings, against some insurgents team, with lots of spawns, SF got out numbered, but insurgents dont got explosives because they dont want to destroy object/kill VIP just capture[capture area is pretty small, but capture fast] also night,SF dont got supplies at all, and insurgents only got 1/2 30 cal jips[or however they called]
2-SF search and destroy mission, again outnumbered without spawns, but they got supplies, maybe light vehicle or even a chopper, game ends when all SF units are dead, or object is destroyed, insurgents got long spawn, but almost unlimited one[spawns are destroyable, but respawn in another place after 5 minutes] SF got really good weapons and equipment, but must stay close and be quiet to avoid spotting, and getting killed.
im not sure night maps will work though :(
also to make the trained soldier unit or untrained, it could just use same weapons with big/small stamina and recoil and such...
SkaterCrush
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Re: Interested in experimental SF map/mode ?

Post by SkaterCrush »

APCs in SF is a no no...its all about stealth...with Warpigs first comment I WANT to agree, but you probably would have to make a new faction, as for guns and silencers, as much as I hate newbs going OMG LEETNESS" it would definitely make a huge difference. If you got a group of insurgents spread out, you could take out the back two then disappear...take out the rest with a well timed burst from your squad.

Although something else, I remember there was a suggestion thread about a sort of tower defense mode, where you could build emplacements and stuff and you couldn't let any enemies destroy your cache or your downed heli (black hawk down situation) or kill you outright. We COULD do almost like a BHD situation cept we got a dozen or so SF guys vs 40 insurgents. If you were worried about it being unfair you could decrease SF deviation and increase insurgent deviation, also give SF better guns, and this way we wouldn't have to add a whole bunch of suppressor models and this could be day time. If the dev of the project could add a time limit (a metaphor for reinforcements) if the terrorists don't destroy your heli or kill you all outright by then, then we win
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abbadon101
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Re: Interested in experimental SF map/mode ?

Post by abbadon101 »

Demonic wrote:I would like the idea but it would be unbalanced. We all know that the Special Forces has a lot of good gadgets and weapons. If they were to face Insurgents with nothing more than AK-47's and 74's. Against SF weapons with things like Night vision, etc. That would be very unfair.

I think it should just stick to Army, but we could always re-add a SF kit on rare maps that they would be good on. Have the limited very much though. Have like 2 Special Forces kits that can be requested.

Give them claymores, C4, Silences Pistols, and the other tools the SF uses. Would be interesting.

Spec Ops did used to feature in all maps as a requested kit with a limit the same as a sniper but the were substituted by the combat engineer (who was a spawnable kit replaced by the specialist) but was removed for being a nilla n00b magnet much like the sniper still is.


I do like the idea though as special forces warfare is very much a part of modern war, it just tends to be on a smaller and more secretive scale.

Having new kits where the shovel is replaced by a silenced pistol (a silenced weapon but that is only useful fairly close), having night optics, Grapnels and 3-5 field dressings for all the SF members. Replace the specialist with a grenadier kit and add a light AT to the spawn menu and that would be it.

If the OPFOR was a conventional force you could let only the Officers and Snipers (but not when using the scope if possible) have night optics.
Where as if it was a insurgent force them keep the kits the same and just remove remove the Civi kit and that should balance reasonably (have to respawn as opposed to get healed/revived meaning they are away from the immediate action).
Ace42
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Re: Interested in experimental SF map/mode ?

Post by Ace42 »

https://www.realitymod.com/forum/f18-pr ... ction.html

^^^ The "fun" and "practical" way to introduce spec-ops. As the kits are independant, it's easy to change the deviation values, sprint values, etc etc to reflect training, kit weight, etc etc.

Thread never should've been closed IMO, but there you go.
503
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Re: Interested in experimental SF map/mode ?

Post by 503 »

Silenced assault weapons wouldn't really help much. They still make a very noticable sound.
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Interested in experimental SF map/mode ?

Post by Ace42 »

503 wrote:Silenced assault weapons wouldn't really help much. They still make a very noticable sound.
AFAIK it's quite possible to limit the range at each individual weapon is audible at in game. Even if a silencer only reduces the range a weapon can be heard at by a few dozen feet, it's still a tangible benefit in game. With my 5.1 surround x-fi system, I am able to pinpoint attack vectors with massive ease from big ranges; I suspect I am not alone in this.
UK_Force
Retired PR Developer
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Re: Interested in experimental SF map/mode ?

Post by UK_Force »

We are one step ahead and this has been looked at now, more info to follow in the future ;-)



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Warpig-
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Joined: 2008-08-06 20:29

Re: Interested in experimental SF map/mode ?

Post by Warpig- »

No silencers please. Think of it as more focused infantry combat on a 64 player scale with odds stacked against the BLUEFOR. If you can make the SF team a new faciton, you could make them able to sprint more and generally move a little quicker to reprisent the training and lighter load. The rest is moot and can be settled with testing.

But I'd like to see this happen, but if it just goes into "Let's add silencers and flashbangs and have them use rigid boats navy seals style!" it won't happen I can guarantee it. If on the other hand it's proposed in a realistic manor then it may happen because of the lack of a SF class now

Ok and while I was ninja editing UK Force posted lol
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TJ-XRL
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Re: Interested in experimental SF map/mode ?

Post by TJ-XRL »

sounds like bf2 spec ops mod
I am back to play pr fly choppers and hopefully join tordiments i am back and i am ready to play
Ace42
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Re: Interested in experimental SF map/mode ?

Post by Ace42 »

TJ-XRL wrote:sounds like bf2 spec ops mod
Which is precisely why SF specific maps kinda bore me. Yah it's a new faction, so new toys to play with; and that's always nice. But, it's nothing really new.

Hence me linking my suggestion for a much more distinctive method of introducing spec-ops.
Warpig-
Posts: 1610
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Re: Interested in experimental SF map/mode ?

Post by Warpig- »

What you described would be either hard to code or too much effort for what it is. And sounds more like a CT opperation than a standard battlefield SF operation.

A simple realistic SF map, set during night might actually be in the realm of possibility.
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Ace42
Posts: 600
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Re: Interested in experimental SF map/mode ?

Post by Ace42 »

Warpig- wrote:And sounds more like a CT opperation than a standard battlefield SF operation.
What "standard battlefield SF operations" would you have in mind? Considering we can't dig up insurgent leader's backyards for up-close covert surveillance (The SAS's "bread-and-butter" according to one military source), or train foreign troops to be independent, kidnap intel sources; etc (and nor would we want to) - what does that leave?

Counter-terrorism, combat search-and-rescue, direct action. Direct action is an option that you are describing, but as pointed out is just a reiteration of the vBF2 spec-ops patch - IE a new faction with no significant difference to how they'll be played.

CT, and CSAR are what I described, and are both key roles of the special forces; and provide plenty of opportunities for making gameplay more varied and sophisticated.
A simple realistic SF map, set during night might actually be in the realm of possibility.
I'd hope so, considering it's in vBF2 already, and all you'd be doing is taking out some of the more far-fetched bells and whistles!
What you described would be either hard to code or too much effort for what it is.
What part, precisely? Adding the SF kits? You'd be committed to doing that anyway for an SF kit. SF squad-leader as a pick-up kit? There are already plenty of pick-up kits in INS mode. Commander being to deploy them? Commanders used to be able to spawn all sorts of assets (vehicles, emplacements, etc) - I can't see why a kit would be any different. Likewise, SLs can already spawn commander-assets too, by the same token them being able to spawn their squad should be possible.

By using kit limitations you guarantee the SF contingent on a map is "small-scale" (IE not deployed as an entire faction like for the current forces), and are not being used as a stand-alone army.
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