Request Kit ONCE for whole round
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pasfreak
- Posts: 645
- Joined: 2007-07-13 01:50
Request Kit ONCE for whole round
So..I was thinking that instead of "spawning and selecting a kit" every time you die, you just select the kit you want to start with before the round begins, and once it begins, thats it. Every time you die from then on you spawn with the kit you started with.
same goes for requestable kits, you will start out as whatever kit you spawn with, then once you request and grab the kit, you'll keep spawning with that kit for the rest of the round.
A few things this will do to the game...
most people will want to be a more or less standard kit, one that they can use more or whatever they are comfortable with, and will improve balance and gameplay.
will put an end to, "quick, go to the rally pt. and get a sniper!" or, "quick, go to the apc and get a HAT!!"
people will request the kit once, and thats it.
Will almost completely eliminate green text spam at the top, save for the beginning of the round
Will put an end to "enemy kit stealing" where the other faction steals the only HAT kit or the only sniper kit on the map, rendering the entire army without a valuable kit.
Will be able to remove strange limitations on some kits (like the 20 second HAT kit thing), to add realism.
Thanks for the input guys
same goes for requestable kits, you will start out as whatever kit you spawn with, then once you request and grab the kit, you'll keep spawning with that kit for the rest of the round.
A few things this will do to the game...
most people will want to be a more or less standard kit, one that they can use more or whatever they are comfortable with, and will improve balance and gameplay.
will put an end to, "quick, go to the rally pt. and get a sniper!" or, "quick, go to the apc and get a HAT!!"
people will request the kit once, and thats it.
Will almost completely eliminate green text spam at the top, save for the beginning of the round
Will put an end to "enemy kit stealing" where the other faction steals the only HAT kit or the only sniper kit on the map, rendering the entire army without a valuable kit.
Will be able to remove strange limitations on some kits (like the 20 second HAT kit thing), to add realism.
Thanks for the input guys
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
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Harrod200
- Posts: 3055
- Joined: 2007-09-07 12:08
While for clangames or organised games where people have a set job to do that would be fine, on a public where the scene is constantly changing and you just can't rely on the blues to do their jobs you need to be able to run over to the APC and grab an AT4. I'm sure IRL you have troops trained heavily in AT but vehicles still carry an AT missile/rocket or two just incase, hence the idiotproof instructions printed on the tube so any soldier can pick up the launcher and give the enemy a present.
Note: not "i KNOW all landrovers/hummers/whatever carry a load of AT rockets, this is the word of god"; that was my impression. (fist to post the Cox video gets a slap
)
I think it would be just a little TOO restrictive, especially if for example your RP exit is pinned by a tank but your squadmembers are all riflemen.
It also brings in the question of what happens when a bad player gets an important kit? If that annoying noob who uses the sniper kit in CQB gets it at the beginning of the round, he's got it all round; wasting a potentially very valuable kit.
Note: not "i KNOW all landrovers/hummers/whatever carry a load of AT rockets, this is the word of god"; that was my impression. (fist to post the Cox video gets a slap
I think it would be just a little TOO restrictive, especially if for example your RP exit is pinned by a tank but your squadmembers are all riflemen.
It also brings in the question of what happens when a bad player gets an important kit? If that annoying noob who uses the sniper kit in CQB gets it at the beginning of the round, he's got it all round; wasting a potentially very valuable kit.
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zeidmaan
- Posts: 228
- Joined: 2007-02-11 18:05
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Reddish Red
- Posts: 545
- Joined: 2007-08-02 10:56
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
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Winterfrost
- Posts: 38
- Joined: 2006-04-24 06:56
no... NO NO NO NO NO!! *GASP* NOOOOO!!!!!1111
on a more constructive note: 1 reason the kit spawning works well is that different situations require different equipment and if your soldier has a lifespan of more than 4 minutes he'll need a range of kits to switch from I'd personaly like to be able to spawn with more non requestable kits so i won't have to run around begging the quartermaster for certain equipment
on a more constructive note: 1 reason the kit spawning works well is that different situations require different equipment and if your soldier has a lifespan of more than 4 minutes he'll need a range of kits to switch from I'd personaly like to be able to spawn with more non requestable kits so i won't have to run around begging the quartermaster for certain equipment
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Harrod200
- Posts: 3055
- Joined: 2007-09-07 12:08
Such as? The current kits are designed as the most common soldiers on a battlefield and sum them up quite nicely.Winterfrost wrote:I'd personaly like to be able to spawn with more non requestable kits so i won't have to run around begging the quartermaster for certain equipment
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