A lot of suggestions, please read them carefully and feel free to pick these apart, add to them and destroy them. They're my experience from playing the game since the beginning of 0.8
- delay transport chopper spawns on all maps by 3 or 4 minutes.. This will give people a chance to argue over who's flying and filter out any noobs before they decide to do backflips with the hueys. It might encourage people to use the boats instead too.
- Two "states" for normal assault rifles (I think these have been done in CAS mod but I've not had time to check it out). First right click brings up the scope similar to the undeployed mgs currently, second right click looks down the scope. I love the feel of the new mgs and it would be nice to couple the assault rifles with some more playable cqc. Pressing "3" again would put the gun down to hip height, and you wouldn't be able to fire from that position.
Slight tweaks to deviation.
- first, slighty reduce the maximum deviation to make close quarters feel more intense and stop the close range both-fire-till-one-of-you-dies cases. It should be a bit more skill based (but not too much) and less luck based which can get bit frustrating.
- Make it quicker to get to minimum deviation.
- Make the standing deviation match the crouch deviation a bit more closely so it's still possible to fire from behind objects accurately, especially at close range.
- I love the Mgs, leave them as they are ^_^
- Slow down the crouch to standing speed, so people can't endlessly bounce up and down from behind objects to get shots off, this could compensate for the fact there is no or little deviation change when changing between these stances.
- Medic tweak, Make it so when you've been revived you simply die when you next get knocked down. Even with the medic changes people still aren't scared of being shot at. I don't agree with the instant-pwn headshot, people should be given a chance and it's a bit of a game-stopper.
- Make it so people can instantly die if they are too close to a nade.
- If there is a way, make the "death" damage threshold lower and make high power bullets like the ak's 7.62 powerful enough to kill with headshots at close range. Tweak the damage drop off to encourage firefights between conventional armies and encourage ambushes from insurgents.
Overall, what I want to try and do is encourage people to use more tactical playstyles like manoevering/flanking in game. People should be scared of suppressive fire, currently there's no point because even now they know they can get revived and all they've got to do is wait, by making the first death revivable the newbies can still get used to the game without constantly dying and it very quickly teaches people to not be stupid. I think if these suggestions were properly tweaked they could make the game feel more real and exciting whilst keeping pace. Some of these are incorporating other people's ideas or are building on top of them and I give all credit to them for giving the original ideas.
From hindsight, that looks quite wall-of-texty.
~ Ed
p.s and another.
- If I understand the geneva convention correctly, you're not supposed to shoot someone when they're healing or helping the wounded. So civilians shouldn't be shootable(sp?) whilst they are healing insurgents. In real-life, regardless of whether or not the opponents are following ROE it would still be considered an inhumane act. This would increase the urgency for blufor to move in and clear out and would keep more insurgents in play. Some alternative may be needed, possibly making the civis heal inneffective or slow to compensate.
- moved this suggestion to a new thread because I think it needs explanation.
- Increase civi-killing penalty, if the blufor are going to get advanced weapons, we may as well make it hard for them.
- In combination with the new damage changes, offset the ticket loss to the pilot and increase it slightly. This will give some incentive to get the pilot back from behind lines, and means they won't just suicide if they crash land. Keep some ticket loss due to just the aircraft, although the main ticket advantage should be that the blufor no longer have aircraft to support them. Maybe we could go much further, eg increase the ticket loss per human loss to 2 or 3 and reduce the ticket loss for assets down to a minimum - I imagine a soldier/pilot/whatnot costs more in time and money to train than a transport chopper takes to build.
A few suggestions
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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
A few suggestions - Beware, wall of text.
Last edited by AquaticPenguin on 2009-06-21 20:22, edited 8 times in total.
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: A few suggestions
the first point: good point (i suggested it myself once) but the delay spawn has to be the same as normal spawn time.
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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Re: A few suggestions
Ok the lists got quite long now, I've added a couple more xD
If the spawn has to be the same as the normal spawn then it probably isn't such a great idea, the only thing I can think of is lowering the spawn time but also lowering the number of choppers to compensate.
If the spawn has to be the same as the normal spawn then it probably isn't such a great idea, the only thing I can think of is lowering the spawn time but also lowering the number of choppers to compensate.
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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: A few suggestions
I didn't really get your second one...but the rest are actually pretty good. Also, no matter what the winner in CQC will always be the one who shoots more bullets than the other guy.
A.K.A. the Insurgent.
That thing about the Geneva Convention is interesting,but gives me that hardcoded feeling? Or just hard to code? I mean if they have it out I guess you should be able to kill them, but if they're healing someone...? I'd love it if it could be implemented
A.K.A. the Insurgent.
That thing about the Geneva Convention is interesting,but gives me that hardcoded feeling? Or just hard to code? I mean if they have it out I guess you should be able to kill them, but if they're healing someone...? I'd love it if it could be implemented
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Ccharge
- Posts: 308
- Joined: 2008-08-05 16:03
Re: A few suggestions
i like alot of those ideas accept the no headshot kil lfrom a range thing. Helmets dont stop bullets, only slow them down. Helmets are more there to protect from sharapenl and explosive concussion. Plus if you were to get shot in the head even if you did survive you would need serious medical attention, not a few bandages. They might not be dead but there damn well outta the fight.
if you miss him... try, try again
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: A few suggestions - Beware, wall of text.
Some good thoughtsAquaticPenguin wrote: - delay transport chopper spawns on all maps by 3 or 4 minutes.. This will give people a chance to argue over who's flying and filter out any noobs before they decide to do backflips with the hueys. It might encourage people to use the boats instead too.
maybe, but 3/4 minutes could mean an active AA position when you arrive at the start, would need playtesting, but it would help I think
- Two "states" for normal assault rifles (I think these have been done in CAS mod but I've not had time to check it out). First right click brings up the scope similar to the undeployed mgs currently, second right click looks down the scope.
CA does have a version of this, I DO NOT like it. they put 2 zoom levels in to the scopes since having 2 differnet views in the right click mode is not doable with BF2
I'd support having a 'deploy'/'undeploy' mode for almost all weapons, at least for the scope weapons, just having the weapon shouldered without looking down the scope as you say would be great for CQB. To balance the non-scope kits the non scope should get something though, like extra ammo or a shotgun for breaching. The problem is, what weapon to sacrifice for it? I would suggest that the knife might be a worthy sacrifice since you cannot silently kill enemies, its impossible, I love the knife, but I'd prefer CQB mode.
Slight tweaks to deviation.
- first, slighty reduce the maximum deviation to make close quarters feel more intense and stop the close range both-fire-till-one-of-you-dies cases. It should be a bit more skill based (but not too much) and less luck based which can get bit frustrating.
- Make it quicker to get to minimum deviation.
- Make the standing deviation match the crouch deviation a bit more closely so it's still possible to fire from behind objects accurately, especially at close range.
- I love the Mgs, leave them as they are ^_^
Nah, I think its fine now tbh, if a dude was less than 1m from you IRL, I bet you'd blast away
- Slow down the crouch to standing speed, so people can't endlessly bounce up and down from behind objects to get shots off, this could compensate for the fact there is no or little deviation change when changing between these stances.
I dunno if there is a delay in the code...could be good, I like...I think its an original suggestion OMG!![]()
- Medic tweak, Make it so when you've been revived you simply die when you next get knocked down. Even with the medic changes people still aren't scared of being shot at. I don't agree with the instant-pwn headshot, people should be given a chance and it's a bit of a game-stopper.
erm....thats INGAME NOW
- Make it so people can instantly die if they are too close to a nade.
interesting...could be good
- If there is a way, make the "death" damage threshold lower and make high power bullets like the ak's 7.62 powerful enough to kill with headshots at close range. Tweak the damage drop off to encourage firefights between conventional armies and encourage ambushes from insurgents.
they are powerful enough, its hit registery thats ****. Ballistics are in CA< they are awesome. PR should use them
- If I understand the geneva convention correctly, you're not supposed to shoot someone when they're healing or helping the wounded. So civilians shouldn't be shootable(sp?) whilst they are healing insurgents. In real-life, regardless of whether or not the opponents are following ROE it would still be considered an inhumane act. This would increase the urgency for blufor to move in and clear out and would keep more insurgents in play. Some alternative may be needed, possibly making the civis heal inneffective or slow to compensate.
problem is that the dude beinghealing is still a combatant. And iirc geneva only covers unformed soldiers, and not armed ones. But point is, INGAME you are helping the enemy team directly and deserving of a bullet
- Increase civi-killing penalty, if the blufor are going to get advanced weapons, we may as well make it hard for them.
I agree, but thre are active threads on that subject
- In combination with the new damage changes, offset the ticket loss to the pilot and increase it slightly.
again, active threads on that
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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Re: A few suggestions
All the tweaks I'm proposing for deviation are very slight, I think the current state is very good, it just needs to be a bit more fluent when you're up close.
I think that an emphasised damage fall off for bullets would give people more incentive to push forwards, and give them some more power when up close. It would also compensate for the smaller playing fields as firefights don't take place over as large distances.
Having an active AA system up already is something people would just have to cope with. I imagine most pilots should be able to cope with aa up already, maybe it would force them to use some more realistic chopper tactics.
"erm....thats INGAME NOW"
In response to that, I believe after 60 seconds you can get hit again and be revived a second time, I think people should only get one chance after being revived.
"problem is that the dude beinghealing is still a combatant."
Provided they are not using a weapon and have the red cross on the medi-bag they would be considered a civilian.
I think that an emphasised damage fall off for bullets would give people more incentive to push forwards, and give them some more power when up close. It would also compensate for the smaller playing fields as firefights don't take place over as large distances.
Having an active AA system up already is something people would just have to cope with. I imagine most pilots should be able to cope with aa up already, maybe it would force them to use some more realistic chopper tactics.
"erm....thats INGAME NOW"
In response to that, I believe after 60 seconds you can get hit again and be revived a second time, I think people should only get one chance after being revived.
"problem is that the dude beinghealing is still a combatant."
Provided they are not using a weapon and have the red cross on the medi-bag they would be considered a civilian.
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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Re: A few suggestions
bump? I'm guessing this is falling because there's either too much text or they're **** suggestions 
(If I'm not allowed to bump feel free to lock)
(If I'm not allowed to bump feel free to lock)



