Insurgancy and other surgestions

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Colonel_Neil
Posts: 7
Joined: 2008-07-12 11:38

Insurgancy and other surgestions

Post by Colonel_Neil »

I think that the Insurgency game mode is not like reality. The spawn time is still 15, and 2 seconds are added on. Seeing as there are thousands of Insurgency members, shouldn't the spawn time be, say, much lower, even down to 1 secound, adding on half a secound every time they die.

Reasoning:
There will be hundreds of Insurgents around US troops, and to replace one would not take nano seconds.

Evening:
To even this up, Insurgency weapons should be very inaccurate at a range of over 50 meters. As unfair as this sounds, Insurgent members will have to close on together and work as a team, drawing in the US troops even closer than before, while someone covers them. It would stop lone troops running out into the open.



Secondly, US troops are taught to fire from a crouched position, only laying down for LMG's. I think that the weapons accuracy as crouching is to low, as all troops on nearly every battlefield will be crouching. If you see lots of troops all lying down behind steps and that or around corners, they wouldn't , they would crouch. There are sometimes when lying down is needed, but the difference from crouching to lying down shouldn't be as big as it is, but should still affect it. It will bring lots of people to come together to fight as a team, rather than running off alone. Also, it would promote "Fire and Move."

Carrying on, the accuracy on most weapons is to low while moving, or even being still for 1 secound. A trained soldier will be able to aim his weapons very well. To cover this up, games have put laying down as super accurate. I think the lying down accuracy is FAR to accurate, as barely any soldiers lye down in battle, unless wounded.

Why? Well, for a start, it stops people running out in the open for no reason. It Would make the games very long, maybe twice as long, for fire and cover, checking all ways before moving. Squads would have to be very picky, people would have to listen, and 10 man games will be put out.




Possible but maybe to Hardcore:

Can you increase the squad member limit? Because 9x6 = 54. Add 2 for commanders, 56. In a full server, thats 6-8 people left out. Less squads allowed, definatly, and possibly double squad members to a real life squad size. Never, unless SAS, are there 6 man squads.

VOIP. If i'm giving orders, asking a question about exact locations, and keeping a lookout, I can keep on pressing b every time I want to talk. So, could the time talk limit be 60 seconds?

-EDIT-

I think I've found a way for the fast rope. There will be no rope, but instead, the helicopter will hover, and the troops can jump out, unharmed, from a height of 10-30 feet?

Signed,
Neil
Last edited by Colonel_Neil on 2008-07-12 12:37, edited 2 times in total.
Reason: Adding BH fast rope
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Insurgancy and other surgestions

Post by Rudd »

Colonel_Neil wrote:...even down to 1 secound, adding on half a secound every time they die...

Possible but maybe to Hardcore:

Can you increase the squad member limit? Because 9x6 = 54. Add 2 for commanders, 56. In a full server, thats 6-8 people left out. Less squads allowed, definatly, and possibly double squad members to a real life squad size. Never, unless SAS, are there 6 man squads.

VOIP. If i'm giving orders, asking a question about exact locations, and keeping a lookout, I can keep on pressing b every time I want to talk. So, could the time talk limit be 60 seconds?

Signed,
Neil
the 1 second thing would be fun lol

but squad sizes and VOIP is hardcoded afaik
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Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: Insurgancy and other surgestions

Post by Harrod200 »

Yup squad sizes and voip are both HARDCODED unfortunately. I'd prefer to see 8-man squads (section size), but that won't happen.

Otherwise, I like. It should seem like the BluFor are surrounded by many many hostiles. 1 second may be a little much, maybe 5-10 or it'd be impossible for the Blues to take out RPs.
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Colonel_Neil
Posts: 7
Joined: 2008-07-12 11:38

Re: Insurgancy and other surgestions

Post by Colonel_Neil »

Thank you for taking this seriously, which ones will be added or even considered?

I think the Accuracy one is a big one to consider, but also, the game time limit should be put up if this is put in.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Insurgancy and other surgestions

Post by arjan »

Colonel_Neil wrote: -EDIT-

I think I've found a way for the fast rope. There will be no rope, but instead, the helicopter will hover, and the troops can jump out, unharmed, from a height of 10-30 feet?

Signed,
Neil
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Image

When does it stop?
Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: Insurgancy and other surgestions

Post by Harrod200 »

The fastrope sugg just destroyed the credibility of the thread :P All was well until that appeared.
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Colonel_Neil
Posts: 7
Joined: 2008-07-12 11:38

Re: Insurgancy and other surgestions

Post by Colonel_Neil »

Ahh well, I just thought that was sizable if you could jump out and hit the ground, no rope, just hit the ground, not able to sue your gun for a few seconds, all is well.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Insurgancy and other surgestions

Post by Rudd »

^lol, I missed that one

Anything suggested here is read by DEVs etc, and may or may not be added depending on its merits and how much work it will take, or if it even can be done.
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Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: Insurgancy and other surgestions

Post by Harrod200 »

Dr2B Rudd wrote:^lol, I missed that one
He edited it in after we posted :D
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Craz3y|Assasin
Posts: 170
Joined: 2008-06-20 14:18

Re: Insurgancy and other surgestions

Post by Craz3y|Assasin »

Actualy you did your math wrong theirs 2 teams not 1, so 9[squads]x2[teams] = 18[squads in all] 18 x 6[positions in a squad] = 108. Plus 2 commanders 108 + 2[commanders] = 110[postions on a server] \ 2 = 55[positions per team] ;)

:-|
Colonel_Neil
Posts: 7
Joined: 2008-07-12 11:38

Re: Insurgancy and other surgestions

Post by Colonel_Neil »

lol. I thought remove the damage from the hitting the ground. Not that hard so it can work. Seeing as you go all this, remove the damage after exiting a chopper for so long, and you got it.
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: Insurgancy and other surgestions

Post by Mongolian_dude »

A word of advice, never mention the fast ropes unless your mocking someone else who has mentioned them in any other context.

Also, it's not helpfull to see such a vague thread title. If your suggestion concerns multiple topics, make sure you use the subject Tag feature and enter relevent words to the thread.


...mongol...
Military lawyers engaged in fierce legal action.

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Colonel_Neil
Posts: 7
Joined: 2008-07-12 11:38

Re: Insurgancy and other surgestions

Post by Colonel_Neil »

Sorry, but couldn't you edit 2 digits so the height damage is removed?

It's so easy, it's even on other mods.
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