Coding dead players kits virtually empty of ammo/resources

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MrD
Posts: 3399
Joined: 2006-05-13 16:21

Coding dead players kits virtually empty of ammo/resources

Post by MrD »

To make the players value their lives more and take away any unbalanced/unrealistic elements, can it be coded that when a player dies and someone picks up his kit :

Standard army rifles have one clip fitted with ammo, all other weapons (primary/secondary) have zero 'ammo'

ie.

rifleman kit has rifle with one clip, no smokes/frags/bandages
medic kit has rifle with one clip, no smokes/defrib/bandages
sniper/HAT kit has pistol with one clip, no sniper ammo/HAT rounds/bandages
Engineers kit has rifle with one clip, no mines/c4/bandages

Effect on gameplay :

This will prevent one surviving member of a squad picking up another (dead) players medic kit and reviving the whole squad from death status and give some respect to players choice of playing style/class choice.

Will encourage squads to make sure there are basic classes like rifleman (for ammo) and medic (for defib/bandages)

Will stop medics not healing special classes (like snipers) and simply taking their kit because they couldn't request it in the first place.

Will make players value their lives more (a longer respawn time is a separate discussion not liked by too many people, but exploring ways to make squad movement/covering fire more effective outside of longer respawn times is all good.)

If this would be implemented, the riflemans ammo resupply function needs to be doubled or trebled really. At the moment the gameplay is going towards not chasing riflemen for ammo, but risking your players life running at the enemy to kill him/her and pickup their weapon and carry on the good fight.
Last edited by MrD on 2007-10-02 19:20, edited 1 time in total.
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G.Drew
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Post by G.Drew »

sounds good and sensible enough , yeh i think this would work
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CareBear
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Post by CareBear »

i see where you are comming from, and i think it would be a big change to gameplay, a very good change to gameplay at that,
it would be realistic as you would not have the time to search the body for all the spare kits etc, addtionally it would be an incentive to stick to your original kit and become more specialised in that area. addtionally it would make people think twice before tk'in for h4x0rz sniper rifle and other specialist kits, as they would have no ammo on them, additionally if a certain kit is required at a certin time, it means that medics have a more important role, of dieing less and rezzing the people with the right kits to do the job


in short, love it and code it :D
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mammikoura
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Post by mammikoura »

I don't like the idea. In my opinion if there is a gun with a lot of ammo on the ground next to you and you are low on ammo you should be able to pick up that gun and the ammo.

I wouldn't mind if there was some sort of delay, like you need to press g for 10 seconds to get the kit or something else like that. Would solve some of the problems you mentioned and would be pretty realistic since it's going to take some time to pick up all that equipment. And this way you would have to be in cover, you couldn't just run to a random dead body and pick up a kit since you would most likely be dead during the 10 seconds you spend there looking at the kit.
SGT.JOKER
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Post by SGT.JOKER »

It's a good idea gameplay wise, but I think in real life if you were out of ammo/grenades and one of your fallen comrades was nearby you'd proboblly take his ammo dont you think?
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AnRK
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Post by AnRK »

Don't think can be done to be honest, as far as I'm aware a kits a kit and you can't do anything about it in terms of modding it after death etc.
dbzao
Retired PR Developer
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Post by dbzao »

In short, I don't see how that would be possible to make.
blud
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Post by blud »

I don't like it. It would make more sense to just not have dead guys drop kits (Which I don't like even more LOL).
Sabre_tooth_tigger
Posts: 1922
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Post by Sabre_tooth_tigger »

I see why you'd want this but there are allready limitations in place plus the fact you are walking in a dead mans shoes
ie. whatever killed him is quite likely to kill you and often does



My main objection is why would equipment suddenly disappear, if he had 2 mines before he died why would they not be there afterwards. I think what might be better is to put in lag for picking up kits, 15 seconds or so.



If you take the risk to go through a dead mans backpack in the middle of a firefight you'd better have a good reason.


An exploit possible at the moment is to constantly cycle kits to stop them disappearing. You can pass on multiple request kits to whoever you like in this way or even cycle two different kits to use both for your advantage
ie. marksman and medic, fire off a few shots, take a hit, swap to medic, heal self a bit, swap back to marksman, etc

If we made the lag on picking up someone elses kit the same as the time it takes for them to disappear, this would no longer be feasible and make the idea of being a jack of all trades impossible
Last edited by Sabre_tooth_tigger on 2007-10-03 07:01, edited 1 time in total.
MrD
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Post by MrD »

NickO wrote:How would this be able to work with the revival/shockpaddle system? :/

If your revived you will only be able to survive for 1 mag? No field dressing ect?
This would be coded to effect dropped kits. You don't drop a kit till you are dead and aren't defribbable!



There now comes the only viable option with full kits in that to make your weapons handling skills/accuracy become like insurgents are restricted to with any kit apart from the one you were issued with upon spawn or requested yourself (unless it is your armies standard rifle) Add extra deviance to show the rifle doesn't fit your shoulder like the person who zeroed it in (which has been discussed before)
Last edited by MrD on 2007-10-02 20:25, edited 1 time in total.
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Nickbond592
Retired PR Developer
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Post by Nickbond592 »

sounds like a good idea if it will work

would improve gameplay i think, and also increase so 'oh noes' out of ammo moments lol
saying that tho it'd properly improve accuracy knowing you can just pick up a kit.
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Ragni<RangersPL>
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Post by Ragni<RangersPL> »

One thing.

Disappearing ammo, weapons and other equipment. <- Is this reality?

In many conflicts soldiers had to pick up enemy equipment when they was cut off from their supplies.
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MrD
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Post by MrD »

When you are fighting in the mud and someone goes down burying themselves in the mud (nade/mortar/arty) you aren't going to have much chance retrieving their ammo in an instantly usable state (covered in mud so won't feed, shrapnel damage to mags/crush damage, webbing one part of the battlefield, body another, limbs still falling)
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[R-MOD]Mongolian Dude:
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Ragni<RangersPL>
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Post by Ragni<RangersPL> »

OK. I can see your point.
Number of equipment taken from enemy should be random. This would be fair enough.
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hx.bjoffe
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Post by hx.bjoffe »

I like this idea,
mammikoura wrote: I wouldn't mind if there was some sort of delay, like you need to press g for 10 seconds to get the kit or something else like that. Would solve some of the problems you mentioned and would be pretty realistic since it's going to take some time to pick up all that equipment. And this way you would have to be in cover, you couldn't just run to a random dead body and pick up a kit since you would most likely be dead during the 10 seconds you spend there looking at the kit.
... and i like this idea. ^
Last edited by hx.bjoffe on 2007-10-03 13:00, edited 1 time in total.
Reason: editing of course
OkitaMakoto
Retired PR Developer
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Post by OkitaMakoto »

[R-PUB]MrD wrote:This would be coded to effect dropped kits. You don't drop a kit till you are dead and aren't defribbable!



There now comes the only viable option with full kits in that to make your weapons handling skills/accuracy become like insurgents are restricted to with any kit apart from the one you were issued with upon spawn or requested yourself (unless it is your armies standard rifle) Add extra deviance to show the rifle doesn't fit your shoulder like the person who zeroed it in (which has been discussed before)
You drop the kit right when you are critically wounded or killed. I dont know if theres a way to seperate the kits between the two. But say you get shot, are down, medic revives you, then you only have one mag because the dropped kit that you picked up was "modded" to be low on all ammo. See? Thats not very realistic to fall, and then lose all your ammo. ("realisticness" of rezzing aside ;) )

At least, thats how I understand the engine as it stands now.
And I dont think, like I said, that you can change the kits ammo amount ONLY when you are killed and not critically wounded.

All in all, itd be a nice idea to do something like ArmA, where you choose each individual piece of their equipment to take, so it takes time to choose each thing. Get the rifle, then this mag, then this one, want a nade? ok, grab it... next thing you know, 15~20 seconds have gone by... better be somewhere safe!

But im sure thats entirely impossible in BF2 ;)

I just dont like the idea of getting a kit with no ammo... unless there was a way implemented to eventually get ALL their ammo by holding the G key longer or something... maybe they have low ammo, but somehow supply ammo? no....

idk. just dont like it much as currently suggested...
Ragni<RangersPL>
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Post by Ragni<RangersPL> »

Jonny wrote:Finally - would it be possible to remodel the kits as just the gun, instead of bags, like the pickup kits on some maps (Mestia, Basrah, etc) I believe this may be a better compromise than bags because you can easily see the gun if someone has just dropped it, they dont put it in a bag just before they die.
I like this idea very much :razz:
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Sabre_tooth_tigger
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Post by Sabre_tooth_tigger »

I like the bag not appearing till he is dead, it'd help medics out. At present they have a hard time finding anyone that can be revived so most dont bother and medic is less used then ever
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