Special forces (NAVY SEAL SAS)

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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Special forces (NAVY SEAL SAS)

Post by Cassius »

Iam back with the special forces idea. So squads are hardcoded, however maybe an asset can be created with a max of 1 per map that issues different special forces kits avaiable only to the squad who requested the asset. Maybe penalities can be implemented for squadmembers who dont request a special forces kit (to not have marine and seal in the same squad).

before going into detail let me know if there is an interest to implement something like that in the game, your avatar kind of made me hope there is :P
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: Special forces (NAVY SEAL SAS)

Post by HughJass »

i dont think so, SPEC OPS are not the main focus of the game my friend.
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Morgan
Posts: 826
Joined: 2007-08-27 10:06

Re: Special forces (NAVY SEAL SAS)

Post by Morgan »

Why do you love spec ops so much!?

It's not really in keeping with the ethos of the game to have l33t spec ops all over the shop... You want customisable kits and Special Forces play COD4, you want epic huge battles combining vehicles and infantry as well as teamplay go for PR. Simple.
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agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Re: Special forces (NAVY SEAL SAS)

Post by agentscar »

I brought up the idea of an "SF community mod" a while back,but never happened...This kind of sounds a bit too complicated and un-nessecary to put in game though...Not really needed...
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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Special forces (NAVY SEAL SAS)

Post by Cassius »

I dont want special forces all over the map but just limited to one squad preferably to half a squad and I feel that is a better way to implement them instead of the special forces kit (special operations kit ?) already in game, where the guy MUST be part of a 3 man squad to get it so that you have a spec ops guy in a marine squad. You have many elemts of the armed forces in game already, special operators would be one more.

But yah I just wanted to hear what everybody thinks and if its something wanted or not. If everyone is like nah ill drop the subject no probs.
Last edited by Cassius on 2008-07-03 17:12, edited 1 time in total.
Reason: Typo x.x
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Special forces (NAVY SEAL SAS)

Post by Rudd »

1) get 3 ppl in squad
officer, 2 spec ops

2) go and hunt enemy assets and place a sneaky rally point designed to disrupt the enemy's movement or objectives...

OMG...ITS A SPEC OPS SQUAD!
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Lynx
Posts: 102
Joined: 2008-06-09 05:39

Re: Special forces (NAVY SEAL SAS)

Post by Lynx »

I think SF squad would be awesome way to mix in some new weapons in the game
x.trEm*e
Posts: 111
Joined: 2008-04-16 11:12

Re: Special forces (NAVY SEAL SAS)

Post by x.trEm*e »

pfft look at the 5k threads running around about spec ops and tanks and bla bla bla... is it hardcoded, I think yes, oh I think its unbalanced, thats stupid, flame flame flame...
:? ??:
god, just wait until 0.8 and see, playing specops is the specops-play-style not the kits and so ever
and GAMEPLAY > REALISM
anyway if you still think SAS SEALS KSK SPETZNAS should be encluded for your own usage as you are the uber stealthy tactics player, get some kind of R6 vegas or something and be satisfied as BF2 will never bring even all aspects of proper SF
Ecko
Posts: 925
Joined: 2006-11-28 22:49

Re: Special forces (NAVY SEAL SAS)

Post by Ecko »

/sigh!

Because you have a "spec ops" kit, it wouldn't make it anymore "spec opsy?!?".

If you fight behind enemy lines, knock out infrastructure or anything else that isn't normally done by Real Life conventional forces, than guess what? You have earned you spec ops ribbon.


By the way, what in your mind would a spec ops kit have that the conventional kits don't have?
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AKA Ecko1987
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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Special forces (NAVY SEAL SAS)

Post by Cassius »

The main reason to handle things that way would be that some players might be more motivated to open a spec ops squad if it is a "special squad. Sure one could have a regular 3 men squad with 2 spec ops kits or one spec ops and one demolition, but how many times has a co that at his disposal ? Implementing it as a "feature" might encourage more to take up that role and also follow orders.
Right now if a CO wants recon on the next target he needs to dispatch a whole squad, which I admit isnt the end of the world.

It was a suggestion of something I thought was a cool feature and a way for the co to have special oeprators at his disposal more often. In the end its up to the creators of the game to evaluate effort vs. payoff among other things. Detailed suggestions can be made when and IF there is interest on their side to pursue the idea. Iam sure when amd IF there is they will bring it up at some point and it can be further discussed if not its aright.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Special forces (NAVY SEAL SAS)

Post by Scot »

Implementing it as a feature is asking for people to go OMG!! 1337 Spec Ops squad! I must do everything in my power to be a 1337 Spec ops!!
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XxNinjaSinXx
Posts: 103
Joined: 2007-09-19 06:21

Re: Special forces (NAVY SEAL SAS)

Post by XxNinjaSinXx »

We all wanna be a l33t D3lTa 0Pz SF, but in reality only 1% of the people here would actually make it
ostupidman
Posts: 208
Joined: 2008-05-13 15:03

Re: Special forces (NAVY SEAL SAS)

Post by ostupidman »

Actually I don't want to be the l33t SF guys. I want to be the l33t supply officer back at HQ filling out requisition forms.
If brute force doesn't work.......your not using enough of it.
KP
Posts: 7863
Joined: 2006-11-04 17:20

Re: Special forces (NAVY SEAL SAS)

Post by KP »

Lads, watch the tone or there will be beatings. ;)

Personally, I think the Spec Ops is fine the way it is and that the changes you propose are unnecessary. Don't think it's possible either, but it's an interesting suggestion and - as far as I can remember - a way of doing things that hasn't been suggested before. We'll need a DEV to confirm whether it's doable, though.
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Special forces (NAVY SEAL SAS)

Post by Scot »

To be honest, gimmie a full team working together on Kashan and Qingling, that's what I play PR for, that one round which may be seperated by months, but when it happens, keeps you loving PR for years :D

If you do do this, my only worry is everyone wanting to be Spec Ops which has enough people wanting it now without this suggestion.
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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Special forces (NAVY SEAL SAS)

Post by Tirak »

You don't need a kit to be a spec ops squad, just brains. Bring along an Engy, and you've got bombs, have an ammo rifleman, you've got infinate bombs, fill out the rest of the squad as needed. Hopefully they'll give the nifty red dot sight to all Ironsights, but that's the only thing the Spec Ops kit has over a squad planning to do Spec Ops stuff.
Death_dx
Posts: 379
Joined: 2007-11-09 21:37

Re: Special forces (NAVY SEAL SAS)

Post by Death_dx »

Cassius wrote:I dont want special forces all over the map but just limited to one squad preferably to half a squad and I feel that is a better way to implement them instead of the special forces kit (special operations kit ?) already in game, where the guy MUST be part of a 3 man squad to get it so that you have a spec ops guy in a marine squad. You have many elemts of the armed forces in game already, special operators would be one more.

But yah I just wanted to hear what everybody thinks and if its something wanted or not. If everyone is like nah ill drop the subject no probs.
Only 2 men are required in a squad to get the SF kit, which works better as you can only get the kit from bunkers/fbs/main, making it pointless if you had a rally. I don't see the point of your suggestion really, what difference is the asset going to make?
Fluffywuffy
Posts: 2532
Joined: 2007-11-13 23:52

Re: Special forces (NAVY SEAL SAS)

Post by Fluffywuffy »

Didn't this thread get looked like 5 hours ago?
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[DM]AirborneLegs or hellatom ingame
Death_dx
Posts: 379
Joined: 2007-11-09 21:37

Re: Special forces (NAVY SEAL SAS)

Post by Death_dx »

slayer
Posts: 90
Joined: 2008-07-03 22:14

Re: Special forces (NAVY SEAL SAS)

Post by slayer »

Is it possible to make a "real" navy, with divers and stuff? I myself am a diver so, it would be nice to see if any game would have this feature.
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