What do you want to see in a Realism Mod?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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BILDO
Posts: 4
Joined: 2007-02-19 21:36

Post by BILDO »

Ok, im new and I love the mod for sure because more ppl use VoIP and more teamwork, more Leadership which is awseome.

Most peoples suggestions are in gameplay and making more of a Sim which is getting to specific. I think the small details would make the game over all better rather than modles and sims... I mean come on, do you really think they are going to overhaul how you drive or fly vehicles??.... please.

First, Sun Glare. When your looking into the sun, make it worth your advantage to get in a good position where people can't see you when they are looking into the sun... especially snipers with thier scopes.

It would be nice for when you die you CANNOT use VoIP... but unfortunatly TeamSpeak and Ventrillo would make that unfair... but it would be cool, that when you die you cannot talk anymore untill respawn.

Other armor packs, or special kits like... Riot Gear. Have a bullet proof blast shield and glock to help shield teamates from fire when moving from point to point.

Like I said im new, I dont know if you have night maps, but having night maps with the flare rounds light up all bright would be cool as hell.

I like some of the BF2:SF mods that are used that maybe you could rip off, like the Gas Gernades and gas masks, giving away positions when they cough. The Zip line was pretty cool as well.

Also, point distribution for harder to aquire kills. Like a knife kill would be more points than a pistol kill. A rocket that kills 5 in a humvee is pretty easy sometimes. Where as if you kill 2 with a AK clip, then pull out your pistol and cap 2 more guys I think your kill streak should add up to more points. Just like when you die, you get another second onto your respawn... but that is all probably way to hard... and pointless and to much debate...

I have more, but I think I will stop here and post more soon if anybody actually even likes my first ideas to start out with.

-BILDO
Light 'em up CHEETA!!
BLUFOR-N#34H
Posts: 9
Joined: 2007-02-16 00:11

Post by BLUFOR-N#34H »

I think you're missing the point here, BILDO.
BILDO
Posts: 4
Joined: 2007-02-19 21:36

Post by BILDO »

oh really? Please explain.
Light 'em up CHEETA!!
SCThornley
Posts: 1
Joined: 2007-02-21 21:57

Post by SCThornley »

Italy

Why not Italy in Afganistan?

I mean for the PR mod.

??
vikraal
Posts: 5
Joined: 2007-01-20 18:31

Post by vikraal »

if it can be done - blood splatter like u can find in other games
vikraal
Posts: 5
Joined: 2007-01-20 18:31

Post by vikraal »

what about mobile artillary like a howitzer
schmertz
Posts: 3
Joined: 2006-12-31 08:33

Campaign - Map series

Post by schmertz »

I think it would be an interesting twist to the Game if several (3-5) maps were linked. I.e you have to win the map to progress to the next. Like a small campaign.
Ex. A 5 map. Battle starts in the middle map.
If you progress your resupply would stretched and therefor more limited, thereby increasing the difficulty the further you go.
The opposite would occur when you retreat. You move back to more established defences.
I think this would strenghten the "Overall" team spirit, and increase the will to win.



"The single goal of warfare is victory" - Sun Zi
schmertz
Posts: 3
Joined: 2006-12-31 08:33

Linkes maps - Campaign

Post by schmertz »

First i`d like to commend the creators for an Outstanding Game.

I think it would make an interesting twist to the game if several (3-5) maps were closely linked. Like a small campaign, where you have to win the map in order to progress to the next.

Ex; A 5 map campaign start in the middle map.
If you win, you progress, but then your supplyling is stretched, thereby increasing the difficulty as you move forward.
If you retreat, you would probably move into more established defenses, but should be penalised for your cowardly behaviour.

My aim for this gametype would be to strenghten the "overall" team spirit, and encourage team strategy.


"The sole purpose of war is victory" - Sun Zi
S.A.S jackwebsterdunstan
Posts: 294
Joined: 2007-02-18 23:30

Post by S.A.S jackwebsterdunstan »

you said that twice schmert
QOTY - "Oh sh*t, Plane! Left o'clock!" - [R-DEV]Rhino
Quote ~Long Bow~ 'if you would like to "touch me up" please e-mail your personal pics and we will talk'
some guy off totalbf2-
"OMFG

The Devs have been working on this mod for over a year and they STILL havent added crosshairs! Wtf!!!!!!!!"
[Fr]WhiteMoon
Posts: 207
Joined: 2007-02-10 01:45

Post by [Fr]WhiteMoon »

Hey I like the idea of schmertz.

I was thinking to another way to play AAS2 : for some maps (like some rescue why not), taking a flag for a determined team would be unreversible, so to fulfill a purpose of a map, attackers will have to confirm flags one after the other to progress...
WilhelmTell
Posts: 52
Joined: 2006-03-28 10:27

Post by WilhelmTell »

I would like to get rid of the defibrillator.
Because it's kinda unrealistic and it would change gameplay alot.
Hides-His-Eyes
Posts: 484
Joined: 2007-02-06 22:36

Post by Hides-His-Eyes »

WilhelmTell wrote:I would like to get rid of the defibrillator.
Because it's kinda unrealistic and it would change gameplay alot.
It's symbolic.
The third "never again" in a hundred years
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Post by G.Drew »

vikraal wrote:what about mobile artillary like a howitzer
i think it would be self-propelled arty if it was introduced, like the AS90 or the M-109
http://www.army-technology.com/projects/as90/
http://en.wikipedia.org/wiki/M109_howitzer

but look wat i also found:
http://www.army-technology.com/projects/ufh/
notice it for somewhere? :p
Image
Image

[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
midnightcowboy
Posts: 54
Joined: 2007-02-22 04:38

Post by midnightcowboy »

Edit: NM
midnightcowboy
Posts: 54
Joined: 2007-02-22 04:38

Post by midnightcowboy »

Make top-shape 17-20 year old trained soldiers run longer than overweight 12-year old nerds (i have made tests). Use the OFP stamina model, pretty please?
Rick_the_new_guy
Posts: 291
Joined: 2006-12-01 17:01

Post by Rick_the_new_guy »

Only allow the AA pick-up kit and Heavy AT kit to be supplied by an Vehicles and a rally point.

The rifleman (ammo dude) cannot resupply them.

Reason: Those are large pieces to carry around. They should be harder to get a hold of.
_____

Make the rifleman's sprint gauge go down faster than most of the kits.

Reason: They are carrying a lot of ammo.

___

Make the Special Forces kits have excellent sprinting abilites.

Reason: IRL Special Forces are in excellent shape.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
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midnightcowboy
Posts: 54
Joined: 2007-02-22 04:38

Post by midnightcowboy »

All Soldiers are in excellent shape...
Rick_the_new_guy
Posts: 291
Joined: 2006-12-01 17:01

Post by Rick_the_new_guy »

What would be really nice would be to make the kits have variations in:

Sprinting:
Sprinting recovery:
Bleeding/Blacking out:
Aiming:
Ticket loss:


I will use the Special Forces as kit as an example.

Sprinting: Due to the extreme physical requirements (more so than the typical solider) needed to be in the Special Forces, they should have the most sprint time.

Sprinting recovery: Again, excellent conditioning. Therefore they should have their sprint gauge recharge the quickest.

Bleeding/Blacking out: Due to their awesome constitution, mental and physical toughness, they should be able to stay alive the longest after being wounded.

Aiming: Spec Ops are excellent shots. Therefore they should have the best aim.

Ticket Loss: Because each Special Ops warrior is by far more valuable than a typical grunt, they should count as at least three tickets when they die. This will balance out the excellence of the Spec Ops.

Note: My idea for having specific kits aim better will receive great hostility.

But here is my reasoning: Medics do not spend the same amount of time on the firing range as grunts and the Spec Ops (most of any kit). Therefore, medics will receive the most penalty to their aim, and the Spec Ops will actually receive a bonus to their aim.
Granted, there are plenty of RL medics who do spend a lot of time on the firing range and are great shots, but due to their primary job of healing and treating the wounded, they spend a lot of time learning and doing medical training.

Here is another extreme compare and contrast with two kits:

Rifleman carry around a lot of ammo. Indeed, if they know what they are doing, they can put down thousands of lbs of ammo with one spawn. There should be a balance to this by making them slower. Therefore they should receive the largest penalty to sprinting. Again, due to Spec Ops dedication to training, and not carrying that much stuff on their person, they have the best sprinting abilities.


I understand that players will not play kits that have less accuracy, therefore the modified aiming will be regarded as retarded, because,
“it's all about the killing.”
Last edited by Rick_the_new_guy on 2007-02-24 15:46, edited 1 time in total.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander


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Rick_the_new_guy
Posts: 291
Joined: 2006-12-01 17:01

Post by Rick_the_new_guy »

Keeping with the idea of having differnt types of ticket loss per kit. It would be nice to have tickets loss if a vehicle blows up on your side.

The least start out with light jeeps. 1-2
The middle ground would be A.P.C.s 3-4
The most tickets loss would be a jet. No more than 10.

Doing this may allow the spawn timers on these vehicles to be decreased.
Meaning instead of these awsome and powerful vehicles having longer respawn times, they cost the team tickets when they die. So this is more of the balance I am looking trying to address instead of longer spawn timers.
If done, I would like to see all the vehicle respawn timers decreased by 50% respectfully. IMO, BF2 is still pick up and play, even a roleplayer such as I do not want to wait so long on a vehicle to respawn.
If I suck at the vehicle, the team should lose tickets when I junk it and die in it. The more I get in it and suck, the more it hurts my team.

___

The down side to this would be players spawn capping the vehicles destroying them at your H.Q.
Actually I am good with that. These vehicles should be used at all times and protected from sabatours.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
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Rick_the_new_guy
Posts: 291
Joined: 2006-12-01 17:01

Post by Rick_the_new_guy »

Again, with regards to loss of tickets and death.

Here is a list of what each death will count the team in tickets.

1 ticket:

Grenade launcher
Rifleman
Engineer
Anti-personnel
AT
Support
Heavy AT
AA


2 tickets:
Crewmen
sniper
Marksmen

3 tickets:
Medic
Special Forces


5 tickets:
Squad leaders
Pilots

10 tickets:
CO.

Again, the idea here is that the higer the ticket count/death, the more important and costly assest is lost by the team.
This will also make for some intersting CO hunting by a three man fire team. The team should look into taking down their enmeys CO. I mean, the C.O. is the highest ranking officer and his coordinating everything, they should be targeted.

Clearly the Commander of the platoon is way more important than a grunt. I hate to sound cold, but they are.
10 times more important? Not sure.
Last edited by Rick_the_new_guy on 2007-02-25 00:12, edited 1 time in total.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
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