Making your own backpack inventory
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PantlessMidget
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HughJass
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PantlessMidget
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Ghost716
- Posts: 57
- Joined: 2007-08-29 22:17
I think its a good idea but dont base everything around it. The kit request systen is still good. I think this would be good for more minor things like if you choose a riflemen kit you can select to have a scope or ironsights or maybe exchange your smoke grenages for frags or extra kits. or maybe let squad leaders grab an extra gun loaded with only tracers or something. It wouldent be good to let people choose anything outside the basic kit like a riflemen with a SAW. we should keep the basic system we already have this is just a possible addition not a replacement.
Last edited by Ghost716 on 2008-04-06 22:23, edited 1 time in total.
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Gyberg
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amazing! just love this....
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mammikoura
- Posts: 1151
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I agree. I really like the current kit request system and I'd like it to stay. However this customize system could be very nice for those basic kits which you spawn with. Nothing too special but like ghost said, rifleman choosing between iron sights and scope, engineer choosing between claymores and at mines etc.Ghost716 wrote:I think its a good idea but dont base everything around it. The kit request systen is still good. I think this would be good for more minor things like if you choose a riflemen kit you can select to have a scope or ironsights or maybe exchange your smoke grenages for frags or extra kits. or maybe let squad leaders grab an extra gun loaded with only tracers or something. It wouldent be good to let people choose anything outside the basic kit. like a riflemen with a SAW. we should keep the basic system we already have this is just a possible addition not a replacement.
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Mora
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Masaq
- Retired PR Developer
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Why, guys? The average grunt in the field gets very little or no say over what weapons he's issued, so why over-complicate things? Kit system is one of the elements of PR that's bug free, works as intended and works well with gameplay; I'd rather see bugs fixed and more important new features added than a gimmicky gear selection process, personally.
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PantlessMidget
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Um, I dont know what you know about the USMC or any other army, but most "grunts" get to choose what modifications they get to their weaponry, extras they carry (M9 or colt .45) type of nades, and many other small things. They may not get to choose what primary weapon thye carry but you usually get to choose other things.
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fullkontact
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00SoldierofFortune00
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^^^^^^^You got to basically buy any extra stuff you want that isn't issued to you, so I agree.[R-MOD]Masaq wrote:Why, guys? The average grunt in the field gets very little or no say over what weapons he's issued, so why over-complicate things? Kit system is one of the elements of PR that's bug free, works as intended and works well with gameplay; I'd rather see bugs fixed and more important new features added than a gimmicky gear selection process, personally.
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DarthDisco
- Posts: 155
- Joined: 2007-07-25 18:02
While Masaq and others have a valid point, the current kit system does work well, I happen to believe there is always room for experimentation. I think this kind of custom kit system could be put to good use in PR in a limited way. Only the spawn-able kits would be modified in this system, and only in minor ways. Essentially, you wouldn't be able to spawn as a rifleman and have a SAW with a LAT on your back.
But lets say that for a rifleman, you could choose between Scope / Irons, Ammo Bag / Grenades, Binocs / extra field dressing.
Or for an engineer: Irons / Shotgun. Mine or C4 (you would get to pick 2, so either 2 of one, or 1 of each)
In this way we're not trying to re-invent the wheel, but it does add a small element of customization.
But lets say that for a rifleman, you could choose between Scope / Irons, Ammo Bag / Grenades, Binocs / extra field dressing.
Or for an engineer: Irons / Shotgun. Mine or C4 (you would get to pick 2, so either 2 of one, or 1 of each)
In this way we're not trying to re-invent the wheel, but it does add a small element of customization.
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Hfett
- Posts: 1672
- Joined: 2006-06-10 20:50
I would like this way:
All other kits would need to be requested
All other kits would need to be requested
Superior Mind wrote: Soldier:
All would have
Knife, Shovel, Binoculars, Field Dressing
Choose Rifle:
M16A4 with ACOG
M16A4 Ironsights
Choose Grenades:
3xFrag + 2xSmoke
5xFrag
5xSmoke
Special Item:
Medic Bag,
Ammo Bag,
Mines,
slam's
c4
3x field dress
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markonymous
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Expendable Grunt
- Posts: 4730
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Why? Why on EARTH would you select the shorter range weapon over the longer ranged one, given same stopping power? It's not like encumbrance is really an issue.

Former [DM] captain.
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markonymous
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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
i would love to see this put into pr, i think pr shouldnt do this for all the kits yet, just the spawnable kits. like someone suggested before, you could have a points system, where you start with say 20, and you spend the points. some items would cost more, ect.
here is what i think should be change-able
---main weapon---
m16a2-acgo 4x zoom
m16a2-acgo 1.5x zoom
m16a2-iron sights
---grenades/smoke---
4x grenades+ 1x smoke
6x grenades+ 0x smoke
2x grenades+ 2x smoke
---special items---
1x ammobag+ 1x feild dressing
2x ammobag+ 0x feild dressing
0x ammobag+ 3x feild dressing
this would keep the rifleman kit for example very close to what it was, wouldnt make a rifleman turn into a medic or a hat. he would just get to change simple things depending on the situation the squad/team is in.
here is what i think should be change-able
---main weapon---
m16a2-acgo 4x zoom
m16a2-acgo 1.5x zoom
m16a2-iron sights
---grenades/smoke---
4x grenades+ 1x smoke
6x grenades+ 0x smoke
2x grenades+ 2x smoke
---special items---
1x ammobag+ 1x feild dressing
2x ammobag+ 0x feild dressing
0x ammobag+ 3x feild dressing
this would keep the rifleman kit for example very close to what it was, wouldnt make a rifleman turn into a medic or a hat. he would just get to change simple things depending on the situation the squad/team is in.
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Isn't the ArmA-way better/easier? (slightly adapted..)
1. You spawn and get xx points to "buy" items
2. You walk to an "ammo dump" (only at main base)
3. Via your commo rose you can select certain things (if possible to extend the rose even more?)
4. When selected, the items are added to your "inventory"
Well, something like that anyway
.
1. You spawn and get xx points to "buy" items
2. You walk to an "ammo dump" (only at main base)
3. Via your commo rose you can select certain things (if possible to extend the rose even more?)
4. When selected, the items are added to your "inventory"
Well, something like that anyway

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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
Perhaps it should be monies instead of points? If you get a kill or defuse some C4/IED's you get money and if you kill any civies/team mates you lose money? J/kzangoo wrote:i would love to see this put into pr, i think pr shouldnt do this for all the kits yet, just the spawnable kits. like someone suggested before, you could have a points system, where you start with say 20, and you spend the points. some items would cost more, ect.
I would personally like to see the option of selecting several tracer loadouts for the service rifles. eg:
- 4:1 ball to tracer
- First/last round tracer
- No tracer

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Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10



