What do you want to see in a Realism Mod?
-
Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
lol...
Reviving... no...
I say, at the most, we have a guy go unconsious from his wounds or a nearby explosion, and a medic can wake him up with whateve methods, but, you just cannot heal a guy with a gaping bullet hole in his face or chest by defibrilating him!!! it makes no sense at all...
critically wounded needs to be turned into unconscious, a state you enter temporarily (like 20 seconds) when you are really close to an explosion, or have lost a lot of blood (see my ideas on blood meters) or when you encounter too many gforces in a jet (maybe possible) , at which point a medic can inject you with some drug or something to get you back and concious, but none of this has anything to do with your health.
as it is, most things that critically wound you in BF2 are wounds that are soo bad that, with immedieat complex mecial assistance, you MIGHT live, and even if you did, you'd never walk again, that sorta bad wounded. for the sake of the game, if that happens, we are gonna call you dead, simply as you are not gonna be fighting anymore.
all other wounds would not render you tottally useless at fighting, just about 1% above totally useless (arm shot = can't use arm anymore, leg shot = have to go prone)
Reviving... no...
I say, at the most, we have a guy go unconsious from his wounds or a nearby explosion, and a medic can wake him up with whateve methods, but, you just cannot heal a guy with a gaping bullet hole in his face or chest by defibrilating him!!! it makes no sense at all...
critically wounded needs to be turned into unconscious, a state you enter temporarily (like 20 seconds) when you are really close to an explosion, or have lost a lot of blood (see my ideas on blood meters) or when you encounter too many gforces in a jet (maybe possible) , at which point a medic can inject you with some drug or something to get you back and concious, but none of this has anything to do with your health.
as it is, most things that critically wound you in BF2 are wounds that are soo bad that, with immedieat complex mecial assistance, you MIGHT live, and even if you did, you'd never walk again, that sorta bad wounded. for the sake of the game, if that happens, we are gonna call you dead, simply as you are not gonna be fighting anymore.
all other wounds would not render you tottally useless at fighting, just about 1% above totally useless (arm shot = can't use arm anymore, leg shot = have to go prone)

-
Djuice
- Posts: 310
- Joined: 2005-07-24 16:00
Spawning should be limited to Main base. Capture SL points should not offer a spawn point. Uncapturable Main spawn points should cause opponents to lose health constantly like been out of the battle defined area (to stop base raping).
Maybe selectable ammo type for various weapons when you spawn eg: Hollow points ammuntion or AP rounds depends on the weapon that you choose.
Bleeding damage, when on 10% or less or just whatever you seem appropiate, you constantly lose HP due to blood lost, and require medical aid. All Classes should carry a personal survival kit, eg: small medikit for themselves, to heal superficial wounds, or stop blood loss for a rather short time. To enable them to quickly get to a medic/medivat.
Maybe selectable ammo type for various weapons when you spawn eg: Hollow points ammuntion or AP rounds depends on the weapon that you choose.
Bleeding damage, when on 10% or less or just whatever you seem appropiate, you constantly lose HP due to blood lost, and require medical aid. All Classes should carry a personal survival kit, eg: small medikit for themselves, to heal superficial wounds, or stop blood loss for a rather short time. To enable them to quickly get to a medic/medivat.

-
3FJ_Werner
- Posts: 94
- Joined: 2005-06-13 15:55
-
3FJ_Werner
- Posts: 94
- Joined: 2005-06-13 15:55
-
Djuice
- Posts: 310
- Joined: 2005-07-24 16:00
- Tanks should be able to destroy nearly every ground vehicles in 1 hit from its APFSDS rounds, this include other MBTs, if they are hit in Side Skirt, Rear engine compartment and Top sections. Frontal sections of MBTs should be slightly more resilient then, leaving the tank on fairly low hp.
- Penetration value of AP rounds increased with deviation factored into exiting. AP 5.45/5.56/6.8/7.62 rounds should be able to penetrate level III/IV body armour, but have no penetration value. While on lesser armoured target like level II body armours; the rounds should penetrate and leave a deviation factor and reduced damage from the exit.
- Thin sheets of steel/aluminium/wood/trees and concrete should allow AP rounds to penetrate.
- 20/25/30/35mm rounds should penetrate medium thickness brick/concrete/steel objects while leaving a slight deviating flightpath.
- Personnel inside APCs should be allowed to take damage from .50 caliber SLAP rounds.
- Speed deviation on different terrian (if its possible)
- Penetration value of AP rounds increased with deviation factored into exiting. AP 5.45/5.56/6.8/7.62 rounds should be able to penetrate level III/IV body armour, but have no penetration value. While on lesser armoured target like level II body armours; the rounds should penetrate and leave a deviation factor and reduced damage from the exit.
- Thin sheets of steel/aluminium/wood/trees and concrete should allow AP rounds to penetrate.
- 20/25/30/35mm rounds should penetrate medium thickness brick/concrete/steel objects while leaving a slight deviating flightpath.
- Personnel inside APCs should be allowed to take damage from .50 caliber SLAP rounds.
- Speed deviation on different terrian (if its possible)

-
MadMan
- Posts: 25
- Joined: 2005-07-10 19:02
But its more realistic. This is a reality mod afterall.3FJ_Werner wrote:On another note, i don't think it will help to keep your squad together if you have to run from your base all the way to your sl imho.
The thing is, it hurts the realistic feel of the game to have people constantly respawning around you from any direction when you're trying to cap a base (even if its just trying to get to the cap zone). If you're going to cap a base you should be able to clear everyone out of it without worrying about random people "resurrecting" around you. Its unrealistic and not to mention annoying.3FJ_Werner wrote:I would suggest to keep the respawning on CP IF there is no enemy in the capture zone.
-
BrokenArrow
- Retired PR Developer
- Posts: 3071
- Joined: 2005-06-07 18:54
-
Eddie Baker
- Posts: 6945
- Joined: 2004-07-26 12:00
-
Eddie Baker
- Posts: 6945
- Joined: 2004-07-26 12:00
-
Tom#13
- Posts: 477
- Joined: 2005-05-22 13:32
i know this post was ages ago but i just wanna cear it up. the US admitted that they did use napalm in the second gulf war as well as a next generation incendary bomb named mk77, napalm was also used in the us assault on falluja. if the US thought incendary bombs were neccesary there then they would surely use it in a ww3 scenario (china invading tawan, the mec declares war on the west etc). This seems realistic so maybe it should be included in the mod?im pretty sure it was banned by the united nations but the united states never signed the agreement but said it had destroyed its napalm bomb arsenal. not fully sure though [my dad watches to much history channel Very Happy ]
Yeah they eventual got rid of the napalm stocks sometime in the mid to late 90's. The vapors from it probably made it a PITA to store and keep in a useable form. Thermobaric weapons seem to be the weapons of choice now anyway
Royal Green Jackets- Britains premier infantry regiment
http://www.army.mod.uk/royalgreenjackets/
Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.
Retreating?! Hell no, we're just attacking the other direction!
http://www.army.mod.uk/royalgreenjackets/
Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.
Retreating?! Hell no, we're just attacking the other direction!
-
BrokenArrow
- Retired PR Developer
- Posts: 3071
- Joined: 2005-06-07 18:54







