Ideas regaurding the new spawnable kits.

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JKRMAUI
Posts: 584
Joined: 2007-04-10 22:22

Ideas regaurding the new spawnable kits.

Post by JKRMAUI »

I was replying to the dev journal update and found my post to be getting a little more suggestive so I'll throw the rest of it here.

Here's a thought, instead of having multiple classes, can we just alternate weapons within the same kit? Last I checked EOD had that. So I'm sure it can be done with PR, and it makes more sense than having every kit doubled up with an Iron version or Optic version. Just have one kit that you can click that little arrow for an optic or Iron load out/Aimpoint or Acog. <---This part has been tossed around before, but seeing as how the interface is changing this might actually make sense...

I was also thinking this, having the Light AT and Grenadier kits linked and added to the spawn list in the same manner as the AR. Using the kit load out changer to be able to cycle between the two. I think that would allow an active squad to be flexible to the situation and at the same having one or the other and in a limited availability keeps things from getting stupid.

I did do a search, I found a few threads suggesting similar ideas as my first part, but did not find anything touching the second part. So I'll see how this thread rolls. :roll:

This whole idea does how ever revolve around the central theme of changing kit load outs..which has been suggested to death...my apologizes. Seemed like a very interesting idea.
Last edited by JKRMAUI on 2009-04-30 02:43, edited 3 times in total.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Ideas regaurding the new spawnable kits.

Post by arjan »

agree , +1!
Harrod200
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Joined: 2007-09-07 12:08

Re: Ideas regaurding the new spawnable kits.

Post by Harrod200 »

So basically make LAT and Gren spawnable, restricted kits?

I'm a bit torn on this one; as a primarily Infantry player I'd love it, but I can also see it becoming spammy. There's the realism aspect of a squad usually going equipped with a couple of AT rockets IRL, but in game their use requires some form of logistical support, whatever that may be in the case.

This could work, but it'd have to be in combination with other new spawning suggestions (better FB's, no RPs), which would balance it nicely IMO.
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arthuro12
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Re: Ideas regaurding the new spawnable kits.

Post by arthuro12 »

agree.. i just want some damn ironsights xD
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master of the templars
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Re: Ideas regaurding the new spawnable kits.

Post by master of the templars »

i think one of the developers said somewhere in that thread they its to much work to use unlock system in this patch but it might be looked at in the future.
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Ideas regaurding the new spawnable kits.

Post by badmojo420 »

[R-DEV]dbzao wrote:We didn't have time to work on the unlock system. We will try for the next version.

I don't like the idea of spawnable AT kits. Those types of kits should only be easily accessible to teams who have proper logistics support. I know it's not exactly realistic, but neither is an army ignoring their logistics.
J.F.Leusch69
Retired PR Developer
Posts: 2988
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Re: Ideas regaurding the new spawnable kits.

Post by J.F.Leusch69 »

but than you would have less soldiers/faces cos everyspawnable kit can have its own face/soldier skin
charliegrs
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Re: Ideas regaurding the new spawnable kits.

Post by charliegrs »

the problem i see with spawnable AT kits is: you fire off your rocket, you have no ammo crates nearby or no one with ammo bags. so you just wait until you die and respawn as an AT guy again because you know its quicker than running to an ammo crate. this seems almost like a step backwards into vanilla to me. sure, YOU may not do this, but plenty of people will.
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Qaiex
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Joined: 2009-02-28 21:05

Re: Ideas regaurding the new spawnable kits.

Post by Qaiex »

I like it, the grenadier/light at aren't too spammy to be spawning with, I would like the marksman to be added aswell though.
In the right hands it's an awesome kit for any squad, and it's not spammy or removes need for logistics any more than the default kits.
JKRMAUI
Posts: 584
Joined: 2007-04-10 22:22

Re: Ideas regaurding the new spawnable kits.

Post by JKRMAUI »

The thought ran through my mind Charlie, if they just die and re spawn they are wasting tickets. I see the concern though.

Oh here's an idea if it's possible, add a five/ten minute timer on the kit. So that you can't just die and respawn with it. That would nick that issue in the butt right there. While stilling giving the squad access to a very useful kit option.

I understand that thought that any team with effective logistical support will have access to these kits, but you can say the same for the AR kit. Which is being added to the spawn hud. Light AT/Gren aren't quite as under used.

The only thing that erks me with this idea is the fact that it will be available to any given squad at any given time. Which kills the "prepare your squad for your objective" part of PR. How ever to my knowledge your average inf platoon carries these types of weapons in numbers. To say that you could nearly count on every squad to have one of these weapons in it's ranks at any time might be steep though. I did a little digging on the web. Maybe if one of the active service guys could shed some intel on this...

The idea is not to give a squad the ability to change up and counter everything as it comes, it's to give the squad a true to life level of available firepower.

On the idea of the marks kit...I don't believe every squad would have one. I think a DM is more Platoon level, correct me if I'm wrong. In Wiki it says embedded at platoon or squad level, but they probably still aren't as common as Grens/Light AT weapons.
Last edited by JKRMAUI on 2009-04-30 18:58, edited 1 time in total.
Jigsaw
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Re: Ideas regaurding the new spawnable kits.

Post by Jigsaw »

This has been suggested before and they aren't going to do it not sure why but it doesnt work apparently. That applies both to having switchable kits and to having spawnable grenadier and LAT. Indeed the inclusion of the spawnable AR has come only after a veeeery lengthy discussion on these very forums.

Therefore resuggestion.
Last edited by Jigsaw on 2009-04-30 19:14, edited 1 time in total.
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Ace42
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Re: Ideas regaurding the new spawnable kits.

Post by Ace42 »

JKRMAUI wrote:The thought ran through my mind Charlie, if they just die and re spawn they are wasting tickets. I see the concern though.
How many tickets would the squad waste, on top of time, getting shot up moving back to ammo or blown by a vehicle that the LAT could pop within 30-60 seconds respawn?
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cfschris
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Re: Ideas regaurding the new spawnable kits.

Post by cfschris »

Definitely +1. I don't see how coding in that "weapon switch within same class" can be so much work that it'll have to wait till the next patch- its just a matter of taking the system from vBf2 and substituting with PR weapons.

But, I'm no dev, so its probably like, hardcoded or something. Excuse my insolence :p
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Ace42
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Re: Ideas regaurding the new spawnable kits.

Post by Ace42 »

cfschris wrote:Definitely +1. I don't see how coding in that "weapon switch within same class" can be so much work that it'll have to wait till the next patch- its just a matter of taking the system from vBf2 and substituting with PR weapons.

But, I'm no dev, so its probably like, hardcoded or something. Excuse my insolence :p
It's been discussed before - I think the problem was that the "weapon switcher" was hard-coded into the vBF2 ranking system, and thus caused problems with making "unlocks" behave correctly...
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JKRMAUI
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Re: Ideas regaurding the new spawnable kits.

Post by JKRMAUI »

I know Eve of destruction has it. I had talked to some one about it. It was mentioned that since we have requested kits in this mod. It makes things a tad tricky. The idea of of switching kit load outs is very possible.

Apparently the ability to change kit load outs is very flexible. From what I've seen in EOD. Some of the kits like "scout<- I think" has an M14 Frags Smoke M1911 etc, while it's alternate load out has an M79 with Explosive, smoke, and buck shot. The point is, the system seems to be very flexible. From what I've seen in EOD, the only similarities in some kits between their alternate options is the name.

How ever EOD does not have requested kits. I remember seeing a guide to unlock vBF2 weapons for single player mode. It involved going in and editing a game file, changing a zero to a one or some funk like that. Ofcourse you couldn't play on ranked servers. Not like that really matters since PR is not ranked by Dice. EOD is also a mod, and they have "alternate kit load outs", so I'm sure it's just a matter of setting what kits you want to have alternate options and setting them up.

Of course I'm going on pure assumption, as I have no experience in coding etc. Plus it's not like we are OUT OF ROOM on our spawn hud. So again, low priority.




On the end of the spawn able LAT/Gren kit. I feel these tools are integral to an inf squad. They should be standard issue on a squad level in PR, at least that is how I feel about em. I personally would rather have things they way they are NOW, than change it to something that can be abused and spammed.

Again, the goal of my support weapons kit. Available from Hud, limited. Is to give your squad access to a level of fire power that is apparently well within their bounds. In a reasonable and balanced quantity.


The way I would like to see it.

Available from Hud. Two load outs, Gren or LAT. One per squad, so either a LAT or Gren NOT both. With a spawn timer some how implemented so if the kit is lost "or if bob rambo kills him self to get a new AT4" The kit is unavailable to be spawned with for a few minutes.

The best way I can think of the implementing the later is this. Squad limitations limit you from having multiple "special" kits in the same squad. Just add a timer for when the "LAT/Gren Support kit" leaves your squad it sets off a cool down where it still makes it unavailable to spawn with for a set time.
Last edited by JKRMAUI on 2009-04-30 20:22, edited 2 times in total.
Jaymz
Retired PR Developer
Posts: 9138
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Re: Ideas regaurding the new spawnable kits.

Post by Jaymz »

The idea with the new system is that the core infantry kits are spawnable,
  • Offier
  • Rifleman
  • Machine Gunner
  • Medic
but specialized kits require you to obtain them from designated supply areas.
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LithiumFox
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Re: Ideas regaurding the new spawnable kits.

Post by LithiumFox »

I would just like to see a little more choice in what I'm carrying as a rifleman.

Seriously, i think if i skip a grenade or 2, i could get a clip or 2 more ammo.

And I'd like to maybe have the choice of a dot-scope without having to be a specialist...

^_^ Or an acog as a specialist...

OR EVEN.... a little easter egg (litterally) i can throw back at insurgents who are throwing rocks at me...

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
TempesT
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Re: Ideas regaurding the new spawnable kits.

Post by TempesT »

Sounds good!
Spartan0189
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Re: Ideas regaurding the new spawnable kits.

Post by Spartan0189 »

Hm, Seems like a good idea, I believe ACOG or Iron sights should be chooseable for the weapons. Id totally kill for M249 w/ ACOG
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Qaiex
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Re: Ideas regaurding the new spawnable kits.

Post by Qaiex »

Ace42 wrote:It's been discussed before - I think the problem was that the "weapon switcher" was hard-coded into the vBF2 ranking system, and thus caused problems with making "unlocks" behave correctly...
Couldn't this be fixed by adding a rank system with 1 rank? or 2, and it just takes 1 kill getting it?

And no Spartan, you'd kill WITH the m249 with an ACOG. ;D
They are adding an eclan to it though, so you're golden.


Could a mod fix the title please? It's an eyesore.
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