Special Forces special considerations, ambient sounds, Intelligence class

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Sandy_Beret
Posts: 754
Joined: 2006-09-13 02:14

Special Forces special considerations, ambient sounds, Intelligence class

Post by Sandy_Beret »

I think, IMHO, that an idea to consider is letting special forces drive enemy vehicles (non-armor) and use things like enemy emplaced weapons (AT, AA).
One of the things special forces do is train with every type of weapon system they may encounter on operations. And that a SF guy couldn't hotwire or otherwise start an enemy vehicle seems like a tall order, to me.

Ambient sounds - birds, frogs, etc - wouldn't they stop where/when a firefight was on or had just happened ? Perhaps a delay on ambient sounds (obviously not wind or whatever like that) around the area of a firefight would be a good idea as it indicates something has happened there, also and to keep a heads up on the situation there.

Intelligence Class - an idea I had about, say radio operators who can pick up, perhaps not the exact (i.e. encoded) comms from the enemy but can tell where they are happening, generally, as an indicator of enemy presence. This would really cut down on a lot of useless chatter on the air because it could (a la reality) get you killed... I guess "Intelligence" is a little far-fetched, but I think it would be good if the electronic and intelligence war could be incorporated into the mod. __ The flip side of this is to tie in the ability to radio (VOIP) comm with the status of the radar/comm-station asset, giving it a reason for existing in this mod. Damaged hardware makes for degraded communications, command functions and general spotting and directional commands.
"Be peaceful, be courteous, obey the law, respect everyone;
but if someone puts his hand on you, send him to the cemetery."


- Malcolm X
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Thunder
Posts: 2061
Joined: 2006-05-30 17:56

Post by Thunder »

Sandy_Beret wrote:I think, IMHO, that an idea to consider is letting special forces drive enemy vehicles (non-armor) and use things like enemy emplaced weapons (AT, AA).
One of the things special forces do is train with every type of weapon system they may encounter on operations. And that a SF guy couldn't hotwire or otherwise start an enemy vehicle seems like a tall order, to me.
im guessing its not in the game now because it will lead too lots of friendly fire accidents.

and my IMHO, it inspires GTA style game play.
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Soulis6
Posts: 452
Joined: 2007-02-17 12:31

Post by Soulis6 »

Maybe there could be a 30 sec delay when a Spec ops enters an enemy vehicle, to simulate the time it would take to hotwire/reconfig/and otherwise steal it. Not a bad idea, as long as they can't do this to vehicles in the enemies bases for obvious reasons, and of course as long as it couldn't be used to take choppers and tanks and other heavy (aka crewman and pilot) vehicles. But after you rule out what you couldn't use without a special kit, what could you really take? Jeeps and trucks? maybe a boat or two? I wouldn't mind seeing this but i dont know how usefull it would really be.

*edit* and for AA/AT guns, how long would you really stay alive manning their emplacments?

As for ambient sounds, i would first like to see more sounds added in general before we worry about birds shutting up around a fight.

The intelligence idea is good, im all for electronic warfare and a focus on communications, but i think its a little over ambitious for the BF 2 engine, especially when we only have 32 players max on a team. Maybe if PR ever moves to another engine in the far future this would be a great addition.
Last edited by Soulis6 on 2007-05-02 09:52, edited 1 time in total.
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101 bassdrive
Posts: 514
Joined: 2007-02-20 15:04

Post by 101 bassdrive »

why not? the vehicle teamlock is kinda odd anyway ( cars, boats etc..)
most of us know how to operate one right?
sure FF accidents would occure but after a while people would get more cautious for incoming vehicles.
or if thats not enough the hotwired enemy car gets some tag on it like from a spraycan ( red X on side and hood or something similar)
Semi
Posts: 103
Joined: 2007-03-31 15:07

Post by Semi »

We don't need more advantages for Spec ops, they are enough overplayed as it is...
ZaZZo
Posts: 1494
Joined: 2007-02-03 18:37

Post by ZaZZo »

Ambient sounds - birds, frogs, etc - wouldn't they stop where/when a firefight was on or had just happened ? Perhaps a delay on ambient sounds (obviously not wind or whatever like that) around the area of a firefight would be a good idea as it indicates something has happened there, also and to keep a heads up on the situation there.
There is the birds taking off, when you see them go and your standing still, you'll know enemies are coming.
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

'[R-MOD wrote:Thunder']im guessing its not in the game now because it will lead too lots of friendly fire accidents.
Lies !

Some time ago I was driving a MEC vodnik as a USMC soldier(I don't know why but it wasn't team locked), I went in a friendly base to pickup people and no one fired at me... then I went to the enemy base and was able to get to their flag without being shot at... it was really epic, and it would be really cool if some class could do it !
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daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

Haha. Perhaps we need a special guard class, then, that will check your "papers" at all base entrances. You know, like they always do in the movies.
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DarkTalon
Posts: 711
Joined: 2007-03-22 00:17

Post by DarkTalon »

special forces idea is impossible. unless you want to see all unmanned enemy vehicles on the minimap.
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00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Post by 00SoldierofFortune00 »

I would actually like to see the Officer class be able to drive enemy vehicles so that he can get his squad out of a hot zone if necessary and it wouldn't be a problem since Officer is never overplayed.
"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

DarkTalon wrote:special forces idea is impossible. unless you want to see all unmanned enemy vehicles on the minimap.
What about seeing no vehicles at all on the minimap ? ;)
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workingrobbie
Posts: 188
Joined: 2007-02-22 23:45

Post by workingrobbie »

101 bassdrive wrote:why not? the vehicle teamlock is kinda odd anyway ( cars, boats etc..)
most of us know how to operate one right?
Amen to this. It had me bewildered why I couldn't drive an enemy boat. Unless they sneaky americans had stolen the spark plugs to the engine or something.
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El_Vikingo wrote:I understand you're new to the forums... so your "Castle Fortress" would be just...(how can I say this without getting banned...?) not good?
Bobert08
Posts: 110
Joined: 2007-04-22 07:01

Post by Bobert08 »

I think the SF being able to enter enemy light vehicles is a great idea. As long as they can only enter things like enemy boats, cars(except jihad and obviously spawn cars), jeeps, and scout vehicles, I don't see any problem.

It encourages more restraint when you see that car on the horizon. Besides, if a SF team doesn't have an extraction plan available, they can just hop in an enemy car and drive back to friendly territory, even making it a challenge not to be hit by friendly fire.
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

DarkTalon wrote:special forces idea is impossible. unless you want to see all unmanned enemy vehicles on the minimap.
Special operations and other classes being able to hotwire enemy light vehicles has been suggested before. We have also stated that the team locks will not be removed. Please use search.

A Signals Intelligence interceptor kit could not really be simulated with the engine.
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