Some interesting reads today. Anyhow, some suggestions/ideas I've been thinking about lately. Most of which aren't really worth creating a whole new topic for.
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Jamming
There have been discussions on it before, I know. But I think I might have stumbled across a way in which jamming could be implemented.
First, we'll take the "overheating" funtion for most of the MGs and various other weapons. Perpetual fire will cause the overheat meter to rise until it's full, and by that time you can't fire the weapon because it's too hot. I'm sure everyone is familiar with that.
Now what if we took that concept, and tweaked it up for the small arms so that instead of overheating, your weapon jams. Basically, when the player fires his weapon, an invisible meter slowly rises (It also slowly decreases). Once that meter reaches max, the player can no longer fire because his weapon is jammed.
At this point your simply adding the overheat function to the small arms. But would it be possible to apply a "fix jam" animation when the weapon fully overheats? And at the fix, the meter reaches minimum and the player is able to fire his weapon again.
The "Jam" could vary for different rifles. Something like this would encourage players to be more conservative with their rifles instead of spraying and praying. I see this alot with the M16, where players just set it to the burst function, but fire it rapidly like a full auto assault rifle.
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Player Effects
By player effects, I mean the bleeding, ringing and other effects the player experiences from the HUD perspective.
Something new to start. Anyone played America's Army? I haven't played it in a while, but I remember that your first person view used to shake when you were shot. Something I notice in PR (And BF2 in general) is that your view is still rather stable once you've been hit. This allows the player to still fire accurately despite having a round or two just injected into his body.
The idea here is to simply "shake" the player's HUD when damage is taken. Specifically when you only receive damage (Gunshots, nearby explosives, falls etc.). However, the "shake" could apply to a nearby explosion going off even if it doesn't hurt you. That would be something to add to the "ringing" effect that happens when you stand too close to a tank or something.
But besides that, I believe the "shake" effect would benefit the mod. An enemy taking fire should not be capable to returning fire accurately. This would encourage players to take cover (and more than likely request a medic) when receiving gunfire. Too many times have I shot my opponent, only for him to deliver a well placed HS on me or something. It would make tactics like suppression fire and such alot more useful.
Back to the "ringing effect". I would simply like to see this last a while longer. Like after an artillery barrage, any survivors should be too disoriented to really do much.
And finally for Player Effects, when your critically wounded would it be possible to implement some sort of "light" effect. Basically, the lower your "critically wounded" timer gets, the brighter this white light becomes. Once you're killed however, your screen becomes black.
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Field Commander
Let's make the Commander a bit more useful here shall we? I'm not talking about adding new assets, but giving him slightly more functionality.
The first idea is simple, make the Commander a mobile spawn point for the team (Or possibly just SLs if it becomes a balance or abuse issue). Not only would having a commander on a team be more useful this way, but it would also encourage the commander to manuver himself around a little bit instead of sitting at the main base staring at his command screen all day long.
Also, how about making it so that in order to use the commader assets and other key functions, the Commander must equip the Officer's Kit (Or potentially a "Commander's Kit").
I also read the log for the upcoming server patch. Something about a "Commander's Rally Point" for the future. Don't know what your plans are on that, but I think something like that would be interesting. Just like the ability to spawn on the Commander, everyone could spawn at his Rally Point, including himself.
However for balance purposes, players cannot request kits from the Commander's Rally Point (This is to encourage players to rely on their squads RP over the Commander's).
And if possible, make it so that the Commander can have his own squad. it would be limited to maybe 2 other slots and himself. As it is, I can imagine the Commander position is quite unattractive to players because it's quite a lonely position. But besides that, SLs don't always follow what the Commander wants, so having a couple of "henchmen" help the commander do a few tasks for him such as repairing the stationary objects (Artillery, Radar, Emplacements etc.), defending a certain flag, conducting recon etc.
That's all fo the Commander
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Spawning
I made a topic for it a week or so ago. It got no responses sadly enough

. But I guess I'll just bring the idea up here again.
I notice the rally point models are sometimes used as soldier spawns at control points. However, when they are destroyed that's it, they're gone. My idea is this, add these dynamic spawns to each flag in the form of a perimeter of sorts. These spawns act like the other stationary objects ingame, in that they can be destroyed, but they can be repaired.
They can also serve either side. So if a certain flag with the spawn points is taken by the enemy team, they can now use those spawn points for themselves, but not your team.
This would make defending play a much more vital role here. Because now, every CP is a spawn area for your team. It's your "frontline base" so to speak. If you allow the enemy to destroy these spawns, your entire team suffers by spawning back at main base.
In general, this restores the importance of controling CPs too. The new system with the Rally Points and APCs doesn't really give any incentive to control a flag. Instead you capture it and move on. You don't worry about the flag because you can spawn at a nearby APC or something to continue assaulting the enemy. If the CPs had spawn points, it would make maintaining control of the flag alot more essential.
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Detailed Maps
I brought this up in another topic a while ago.
The Grid Squares are nice for more tactical depth, but I would still like to see simple names given to key areas, structures and roads. I'll post exactly what I had before about this idea.
Terranova wrote:Not really on-topic with the original poster, but I thought I'd post this here anyways as I think it applies to the thread's title. It's a small suggestion, but I think it would be extremely useful in navigating and identifying areas on the maps.
Basically the idea is to give certain areas and structures a name or codename. So for example, you can codename one of the bridges on Qwai River "Alpha Bridge" or name one of the roads on Muttrah City "Persia Road" or something. I did some quick editing with MS paint to further express what I'm trying to say.
(Click on the thumbnail)
As you can see, I've given names to some of the general areas. But I think this would help particulary in navigation. Using the example above, you can voice over to your squadmates to move the Humvee from Pigfarm onto "Road Bravo", and to follow the road as far as "Lake Joe". Cross the "Bravo Bridge" and head south through "Sector 2" in an attempt to flank the PLA's fishing village. Without those identified locations, it becomes "Guys... uh get on the road to the north and head west so we can flank village". Which would lack some important details as to how the SL or Commander might specifically want the squad or players to move.
That's all for now
