Improving Ammo, (choose what to reload etc.)

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SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Improving Ammo, (choose what to reload etc.)

Post by SGT.MARCO »

As i notice, sometimes you are in a squad with a Humvee and you are traveling when u encounter armor. you fire a at AT rocket. now it is tracked. You drop the only ammo box from the Humvee. but instead of rearming the at-4. it reloads (1 smoke. 3 clips. dressing) so you are still at-4 less.

My suggestion is to add a t-rose option for soldiers to chose which weapons slot to reload. such as {slot 2}-rifle {slot 4}-grenade, kit specific {slot 9}-dressing/ etc.

this would the person to rearm when he wants so that he doesn't take ammo by accident that he doesn't need by walking by the ammo, also so that ammo bags want be wasted on the wrong guy by accident. a sense of importance. (you would rather have dressing then some smoke, or visa versa.

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my last suggestion would be to allow people to feel in control of what goes into a vehicle.

exp. your squad has 2 Humvee. you tell Humvee 1 to load a ammo crate. so they drive up to the supply station and gets out and uses t-rose to "load ammo" The supply station makes a repair noise like when dropping supplies out of a logi. after a few seconds you have an ammo crate.

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Humvee 2 does the same but you tell him to grab one of the following { first aid box-when deployed it heals for 30 seconds then destroys itself. (repair station, vehicle ammo crate- to resupply vehicles. or another ammo crate.

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so you drive up to a location and spot enemies. you want to drop the ammo but getting in to drop it will give away position. so you go to the back of the Humvee and use t-rose to "drop ammo" depending on whether you have ammo or not it will drop.

This will apply to logistics trucks, APCs and other ammo carrying vehicles. Each vehicle has different amount of slots exp. Humvee-1, APC-4.
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The goal of this is to put the player in charge of his inventory, and also give the player more to work with. that is why this should be added

P.S- it would be better if you could load the crates back onto the vehicle. while keeping the same amount of ammo, but most likely hard-coded. your thoughts
DenvH
Posts: 208
Joined: 2008-01-01 09:17

Re: Improving Ammo, (choose what to reload etc.)

Post by DenvH »

I like the idea's, what you describe here is pretty much what ARMA2 (ACE2) has in place when it comes to rearming and loading trucks but I don't think it will be possible with the BF2 engine, you will have to ask someone who knows this stuff.

The option to pick a slot to reload is kind of nice, but It could be perfect if the bag/crate itself had limits, like there wouldn't be a HAT missile in a small ammo bag. So instead of selecting your slot you would pick an item of the bag, and another if you need more.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Improving Ammo, (choose what to reload etc.)

Post by dtacs »

Most likely hard coded, but its a good idea, I'd like to see more development on it. Ammo is linked, meaning no specific weapon can be re-armed by a specific ammo dispensing unit, be sure to keep that in mind.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Improving Ammo, (choose what to reload etc.)

Post by Rhino »

only had a brief scan over your post but reloading only one ammo type in a vehicle or weapon is not possible with the BF2 engine. Its amazing enough that the BF2 engine is able to split different types of vehicles up into different reloading groups, so a tank can't reload off a helipad etc :p
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Improving Ammo, (choose what to reload etc.)

Post by dtacs »

I don't think he is suggestion separate reload groups Rhino, rather just disabling ammo reload and only opening a certain slot to be reloaded via a button press, in this case using the commo-rose (T) to choose.

Its actually quite an ingenious idea, in practice it could be pretty buggy with kits skipping slots (Ins rifleman skipping a slot from rifle to grenade)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Improving Ammo, (choose what to reload etc.)

Post by Rhino »

Ye I understood that part and it just simply isn't possible, unless mosquill can find a work around it using the pr.exe but that is very unlikely on a core engine dependant feature like this. I was just saying its amazing enough that we have separate reload groups for vehicles :p
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Improving Ammo, (choose what to reload etc.)

Post by PLODDITHANLEY »

Would be nice if you could reload the spot selected, eg as rifleman you stand by box press 4 repeatedly and you reload the ammo bag first.
SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: Improving Ammo, (choose what to reload etc.)

Post by SGT.MARCO »

Well i am sorry its not possible, it would be a great tactic, but it sucks that all ammo is linked. It would be cool. what if like PLODDITHANLEY said, you could repeatedly press the weapons slot button like 4. so it could reload that slot. but its most likely hard-coded.
HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: Improving Ammo, (choose what to reload etc.)

Post by HeXeY »

Off-topic, but I feel it deserves to be said:

This was a very well written suggestion in my eyes, with reasoning and possible solutions, though I'm not a DEV so it might be **** in their eyes :p

But creds from me ;)
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Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: Improving Ammo, (choose what to reload etc.)

Post by Bluedrake42 »

I know we just said this isn't possible, but on the off chance that it is, we should just make it so it just reloads whatever weapon you have actively equipped first
SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: Improving Ammo, (choose what to reload etc.)

Post by SGT.MARCO »

Bluedrake42 wrote:I know we just said this isn't possible, but on the off chance that it is, we should just make it so it just reloads whatever weapon you have actively equipped first
the problem with that is that when you fire a hat or AT, you cant have that slot out because you are out of ammo.
Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: Improving Ammo, (choose what to reload etc.)

Post by Bluedrake42 »

SGT.MARCO wrote:the problem with that is that when you fire a hat or AT, you cant have that slot out because you are out of ammo.
Well then just make it so you can have those weapons equipped when they're out of ammo, it just wouldn't show anything. like the way the RPG looks when its out of ammo, except instead there just wouldn't be anything.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Improving Ammo, (choose what to reload etc.)

Post by Dev1200 »

Your first suggestion, I remember it being discussed before, and was locked due to the engine not being advanced enough.


Your second suggestion is pretty much impossible, and will phase out the Supply truck as the only repair vehicle.

In PR:A2 they are designing it so that you can, in fact, load up equipment and weapons into vehicles. It's already in vanilla.. but hopefully they will improve it =)
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SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: Improving Ammo, (choose what to reload etc.)

Post by SGT.MARCO »

Dev1200 wrote:Your first suggestion, I remember it being discussed before, and was locked due to the engine not being advanced enough.



Your second suggestion is pretty much impossible, and will phase out the Supply truck as the only repair vehicle.

In PR:A2 they are designing it so that you can, in fact, load up equipment and weapons into vehicles. It's already in vanilla.. but hopefully they will improve it =)
well i checked this time so you would have to show me this thread, and i may not be able to get arma 2 with my current computer rig
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