Making your own backpack inventory
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DeadboyUSMC
- Posts: 122
- Joined: 2007-11-28 21:37
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maverick551
- Posts: 176
- Joined: 2008-01-11 07:45
I see this system working for Special Forces Classes, but keep it simple! I feel like the Special Forces kit is overlooked and is not as useful as I think it should be at the moment. Mabey some very minute selections for the special forces class could make them a much more important class on the battlefield, and keeping it real at the same time. I would suggest a choice between the m4 or the mp5 with a parachute combo, nothing too big, but vastly increasing the usefulness of the class. But please, and I know the devs won't anyways, do not change the current system, It works perfectly, and there is really no reason to replace the whole system.
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markonymous
- Posts: 1358
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zangoo
- Posts: 978
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00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
I agree. This is just 2 sets back from what we have now. Give players too much options or an advantage and they always abuse it just like with the SAW in 0.32, the M4 in 0.5, and the G3 in 0.6 and the M16 in 0.7.llPANCHOll wrote:I can just see it now.. say goodby to kit assignments..
I mean everybody has their PERFECT WORLD KIT.. Mine is a the Spec-Ops with a Shovel and Wrench..
But I can just imagine the headache of having kit options as the SL.. When you give out kit assignments you know what they have, if they can pick and choose, there will be no way to effectivly give kit assignments without Micro Managing their personal kit.. I dont think this is a good idea.
The system is fine how it is now.
the only thing I like about it would be that you could pick your own optics, but than the DEVs would have to model all new optics for 2 other weapons.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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markonymous
- Posts: 1358
- Joined: 2007-10-25 05:20
optics would be just about the only thing you could choose about the weapons.............00SoldierofFortune00 wrote:I agree. This is just 2 sets back from what we have now. Give players too much options or an advantage and they always abuse it just like with the SAW in 0.32, the M4 in 0.5, and the G3 in 0.6 and the M16 in 0.7.
The system is fine how it is now.
the only thing I like about it would be that you could pick your own optics, but than the DEVs would have to model all new optics for 2 other weapons.
then some minor things like more smoke or more fielddressings etc etc so no abusing here.
the possibility of adding a laser sight would be nice but this would be instead of any optics.

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00SoldierofFortune00
- Posts: 2944
- Joined: 2006-02-28 01:08
Yea, but that would be abuse than because everyone would take the max field dressings that they could carry. In real life, you are only issued 1field dressing kit, so that is simulated pretty realistically ingame even though it isn't 100% accurate. Pretty much by giving people too much customization, you are going to have people with either a lot of grenades or a lot of field dressings.markonymous wrote:optics would be just about the only thing you could choose about the weapons.............
then some minor things like more smoke or more fielddressings etc etc so no abusing here.
the possibility of adding a laser sight would be nice but this would be instead of any optics.
"Push the Envelope, Watch It Bend"
Tool ~ Lateralus
Tool ~ Lateralus
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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
then take that out, how many grenades does a soldier carry, how many smoke grenades does he carry? can a soilder switch some of his grenades for smoke or the other way around? also can a soldier change the amount of tracers in his mag, cus this would be a great thing for officers to help show the squad where too shoot.
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Agreed. Been giving it some more thought. I don't want to change the kits, to be honest. Trading smokes for nades is fine with me though, or nades for more mags, etc. But that should be about it, I think.(HUN)Rud3bwoy wrote:I think its a nice idea, but not for PR...
No changing the main weapon for another, with or without scope, getting sidearms, portable dvd-players and stick guns. All is fine as it is

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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
i think it would be fine for a rifleman to change is gun to a m16a2-4x acog, m16a2-x2 or m16a2-iron sights. this would make pr have 1 rifleman kit, 2 of them are currently in project reality, the 3rd would involve turning a knob.
i think if these were the choices then it would be fine, it would keep the main weapon the same, just allowing the player to switch the load out of tracers, or swap some smoke grenades for some grenades. this would keep the kits very very close to what the devs currently have. it would also allow engineers to swap the mines for c4 if they dont plan on using them or the other way around. (note the officer can get a 5.5x acog cus he would have a little more say in what optics he could get)
officer
---main weapon---
m16a2-5.5x acog
m16a2-4x acog
m16a2x1.5x acog
m16a2-iron sights
---tracers---
1:25
1:15
1:5
1:1
---grenades/smoke---
4x grenades + 2x smoke + 2x greensmoke
6x grenades + 2x smoke
4x grenades + 4x smoke
rifleman
---main weapon---
m16a2-4x acog
m16a2-1.5x acog
m16a2-ironsights
---tracers---
1:25
1:15
1:5
---grenades/smoke---
4x grenades + 2x smoke
3x grenades + 3x smoke
6x grenades
engineer
---tracers---
1:25
1:15
1:5
---mines/c4---
1x mine + 1x c4
2x mines
2x c4
i think if these were the choices then it would be fine, it would keep the main weapon the same, just allowing the player to switch the load out of tracers, or swap some smoke grenades for some grenades. this would keep the kits very very close to what the devs currently have. it would also allow engineers to swap the mines for c4 if they dont plan on using them or the other way around. (note the officer can get a 5.5x acog cus he would have a little more say in what optics he could get)
officer
---main weapon---
m16a2-5.5x acog
m16a2-4x acog
m16a2x1.5x acog
m16a2-iron sights
---tracers---
1:25
1:15
1:5
1:1
---grenades/smoke---
4x grenades + 2x smoke + 2x greensmoke
6x grenades + 2x smoke
4x grenades + 4x smoke
rifleman
---main weapon---
m16a2-4x acog
m16a2-1.5x acog
m16a2-ironsights
---tracers---
1:25
1:15
1:5
---grenades/smoke---
4x grenades + 2x smoke
3x grenades + 3x smoke
6x grenades
engineer
---tracers---
1:25
1:15
1:5
---mines/c4---
1x mine + 1x c4
2x mines
2x c4
Last edited by zangoo on 2008-04-09 13:14, edited 1 time in total.
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=Romagnolo=
- Posts: 4765
- Joined: 2006-12-29 14:52
After reading all the posts, I need to agree that actually, the idea is not good for PR.
The kit limitation system work so fine now, and my suggest conflicts with it.
I think this thread could be closed, but everyone has the chance to comment in the same time.
It's in the moderator's hands now.
The kit limitation system work so fine now, and my suggest conflicts with it.
I think this thread could be closed, but everyone has the chance to comment in the same time.
It's in the moderator's hands now.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
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[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
To summarize: in a perfect world, if balanced properly, this would be one of the best additions you could make to the Project Reality mod.
In our imperfect world, it would be a ***** to implement and offset the kit limiting system, bringing a plethora of bugs that would take years to stamp out - if it's even possible in the first place.
I'm all with Romagnolo here - the fate of the thread is now in the hands that feed us...
In our imperfect world, it would be a ***** to implement and offset the kit limiting system, bringing a plethora of bugs that would take years to stamp out - if it's even possible in the first place.
I'm all with Romagnolo here - the fate of the thread is now in the hands that feed us...
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DeadboyUSMC
- Posts: 122
- Joined: 2007-11-28 21:37
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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
I think aimpoints, iron sights, and scopes should be the only thing to be changed. In all seriousness anyone can use a scope. Furthermore, kits that are supposed to remain few in number, such as medics and engineers, should be limited to 1 or 2 per squad, in order prevent an army of engineers from attacking a base or chasing around tanks.
Special Forces, anti-air, and anti-tank, are already limited. If someone uses them improperly (getting into firefights ect), they and their their team lose out. Making these kits poor in combat, while it does enforce their proper use, seems more of a punishment for good players than a discouragement to bad ones. In the cases of anti tank/air, once out of ammo, they are more or less useless. I'm not convinced that if these kits had zoom that they would become uber or whatever. They'd just be the same as any other rifleman more or less, which at a basic level they are.
Special Forces, anti-air, and anti-tank, are already limited. If someone uses them improperly (getting into firefights ect), they and their their team lose out. Making these kits poor in combat, while it does enforce their proper use, seems more of a punishment for good players than a discouragement to bad ones. In the cases of anti tank/air, once out of ammo, they are more or less useless. I'm not convinced that if these kits had zoom that they would become uber or whatever. They'd just be the same as any other rifleman more or less, which at a basic level they are.
Last edited by CAS_117 on 2008-04-08 22:22, edited 1 time in total.
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DeadboyUSMC
- Posts: 122
- Joined: 2007-11-28 21:37
^ Exactly.
The addition of a scope would not make the medic or engineer "the" kit to use, all of the kits have their strengths and weaknesses. However, the engineer and medic fall way short in ranged combat. "get be77er wif teh eyeron s17ez!!11" you say? Perhaps, but when several other kits already have a huge advantage at range and can get that sight picture/ alignment on you with minimal effort (due to increased magnification), while your rounds are puffing off to the left and right or high or low because all you can see is the pixel that is their head at range(and the front sight post obscures what little target you can see)? Yargh.
Bah, I've already derailed a thread on TF21's forums... Here I go again.
The addition of a scope would not make the medic or engineer "the" kit to use, all of the kits have their strengths and weaknesses. However, the engineer and medic fall way short in ranged combat. "get be77er wif teh eyeron s17ez!!11" you say? Perhaps, but when several other kits already have a huge advantage at range and can get that sight picture/ alignment on you with minimal effort (due to increased magnification), while your rounds are puffing off to the left and right or high or low because all you can see is the pixel that is their head at range(and the front sight post obscures what little target you can see)? Yargh.
Bah, I've already derailed a thread on TF21's forums... Here I go again.


