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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Lone Gunman
Posts: 9
Joined: 2005-12-28 19:23

Post by Lone Gunman »

Juhani.fin wrote:transportable mortars would be nice.
And medic should have morphine instead of shock paddles
I second that. Mortars are one thing I miss, and the shock paddles feel too unrealistic to be carried on the battlefield.

Also... Binoculars to the squad leaders (America's Army, anyone?).
Hitperson
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Post by Hitperson »

Juhani.fin wrote:transportable mortars would be nice.
And medic should have morphine instead of shock paddles
in the field all soldiers carry morhine perhaps IV's and adrenaline for the medic.
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lonelyjew
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Post by lonelyjew »

I have an idea to get rid of the shock paddles, though I don't really see it happening. Either way, it doesn't hurt to post, so here it is:

The medic could be equiped with a few syringes of epinephrine(or anything else to kickstart the heart), these would be limmited not only in the amount carried, but in ways used. A player shot in the head can't be revived, and neither can one who died of blood loss. I guess this is still unrealistic, but I like I said it never hurts to post so do what you will with this idea.
Last edited by lonelyjew on 2006-01-05 00:47, edited 1 time in total.
BrokenArrow
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Post by BrokenArrow »

I 100% agree with your concept but I'm going to be a little more greedy and say that it should be more of a process than a bang, you're a live again deal. I'd like to see the paddles replaced with a bandaging as well as syringe using animation that slowly brings the soldier back up to AT MOST 20% health, after that they need to find an aid station/truck, some sort of believably well-stocked area where they can get back up to full health.

As for the limitations on an infantry medic/corpsman's supplies I also agree completely.
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twisted
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Post by twisted »

the speed at which the medic can heal or revive affects the pace of gameplay.

while it may not be realistic it also keeps the action going. To me the ability to limit number of revives in a given time is the important thing. whether it is done by making revives take longer or another way is quite immaterial IMO.

however using a medic should have a benefit (distance/speed) over just respawning or there would be little use for medics. if it takes 3 minutes for a medic to revive 2 guys but just 1 minute for them to respawn and grab a jeep back into the fight guess which option is going to be used?

and it would be damn boring if you had to wait 5 minutes for the medic to revive the other teams guys.

healing however that takes 10 seconds per heal would be great. better than dying.
eggman
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Post by eggman »

reviving guys back to 50% life, then requiring healing them would slow things down a bit, but not make it hideous. might help.

egg
F.N.G.
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Post by F.N.G. »

I would like mostly what has been said on the second post of this thread.

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Hitperson
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Post by Hitperson »

when you shoot some one in zthe head they can't be revived yet in BF2 you can.
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Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
[BiM]Black7
Posts: 402
Joined: 2006-01-08 22:10

Post by [BiM]Black7 »

Here goes..

Game mode or map mission
Allied troppers have a parachute spawnpoint *from air , pretty high up for non detection where*

Misssion obejctive secure crashed chopper/plane/transport *squad of 3-5 ppl*
get em alive to the pickup point *outside city or something*

Funtion
well have 1 squad on the allies side that have max number of 3-5 ppl that spawn as the "soldiers in need of help" give em pretty normal pilot gear pistols maby have some m16s to defend em self with.

resque squad have specops (without c4) medics and support.

Enemy forces (Mec/china what ever)
work as normal with 3 spawn points 300-500 meters from the crash site..
mission capture the transport personal (kill)

have no idea if this is possible to make in bf2 but would be nice with some mission oriented maps / game mods for once.

Other things that would be nice::
#scuba gear for water to land sneak attacks.

#Civilians (simular to AA)

#Some silenced weapons with good silencer sound *its not noise less*

#add radio noise in hellis (like war talk incoming msg) gives a pretty nice feel remeber ghost recon had that and it added tons of more feeling of being in a helli in war.

#Better smoke nades, have red/yellow smoke nades for marking out pickup points for helli pilots

#Add helli/plane pilots as class (only to use planes and hellis)

#Realistic tanks 3 ppl to use em correctly driver/gunner/commander *machine gun guy*

#Moving from driver pos in tank to gunner takes more time, not insta switch as current bf2 has :D

#3-5 first bullets in clip (assult rifle) are tracers, makes it easyer for ppl to see what your shooting at. (used this my self when i did my army training worked good) have no clue if this is possible but its an idea.

may have more ideas coming out, ill post em l8ter

sorry for the bad english..
NikovK
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Post by NikovK »

Flamethrowers for the PLA.

No, in all seriousness. Additional close-combat power for the Engineer would help him match his real world role. If SF is removed or replaced by another kit, then the Engineer should definately get the C4. I wouldn't mind him also carrying claymores and flamethrowers.

Oh, damn. That came out again. Silly me.

I really would love to see Engineers wielding some sort of incendiary grenade or rocket. A burst of bouncing "gibs" from the grenade model which then explode themselves in fire effects or smoke puffs would be a powerful weapon against fortifications. Only one grenade on an engineer would keep the use down when coupled with his flamethrower, fairly ineffective shotgun and lack of armor.
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BrokenArrow
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Post by BrokenArrow »

Are flamethrowers even used regularly anymore?
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lonelyjew
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Post by lonelyjew »

Flame throwers were retired in 1978 in the U.S. for human rights reasons. I believe foreign armies still use them, I saw a picture of a French Enginear training to use one at wikepedia.
Uncle Blues
Posts: 224
Joined: 2006-01-09 21:40

Post by Uncle Blues »

What do you want to see in a Realism Mod?

Tank should be able to destroy a bridge. Other heavy weapons too (TOW, few AT mines, bombers, etc.)
Tom#13
Posts: 477
Joined: 2005-05-22 13:32

Post by Tom#13 »

'[R-PUB wrote:BrokenArrow']Are flamethrowers even used regularly anymore?
the british and american armies dont but iwouldnt be surprised if chiona did.
but i think incendary bombs would be better
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Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.

Retreating?! Hell no, we're just attacking the other direction!
Sgt. Jarvis
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Joined: 2005-12-19 02:22

Post by Sgt. Jarvis »

I'm not sure as to the direction of PR, but I think it would be an Idea to include insurgents, as this seems to be the biggest threat these days(terrorists most, yeah but can't make that work in a game...). Though, they would not get any tanks or anything, just snipers, mortars, and trucks/civilian vehicles. The Taliban on the other hand would have various tanks and such.

Though, PR will probably just go the army vs army route, so ommit my post if this is the case.
Zepheris Casull
Posts: 497
Joined: 2006-01-21 05:27

Post by Zepheris Casull »

the question is how would u realistically balance insurgent vs a proper army.
in real life, an open engagement of insurgent vs real army will have a pretty obvious result. i'd hate to play a game with me being the insurgent in one of thoose scenarios.
lonelyjew
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Joined: 2005-12-19 03:39

Post by lonelyjew »

Insurgents could be well implemented into an objective map. I already suggested convoy at some point, but they could have to blow something up, or they could be going after a vip. I think a great way to use them would be in an urban setting, put a U.S. flags in the center of the map, around them would be tons of insurgent uncappables. This way the insurgents would have a massive advatage in surprise. This would more than make up for their **** equipment.
Sgt. Jarvis
Posts: 188
Joined: 2005-12-19 02:22

Post by Sgt. Jarvis »

Hmm, well, well placed mortars can halt infantry, and a well placed rpg to the side of an Abrams can halt the tank. I know it may have some unbalence issues but if you make a map just right with a certain scenario, it would work.
|XWW2|Jason05
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Sgt. Jarvis
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Joined: 2005-12-19 02:22

Post by Sgt. Jarvis »

What I would like to see is the Bradley fixed. Why the hell did DICE put it as an AA vehicle???
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Raptor
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Joined: 2006-02-02 14:15

Post by Raptor »

Sgt. Jarvis wrote:What I would like to see is the Bradley fixed. Why the hell did DICE put it as an AA vehicle???
Would rather them have it as an AA vehicle than as the APC, I would have flipped out if they had given the USMC a M2A2 Bradley...
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