Some Suggestions

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Andrew Past
Posts: 58
Joined: 2006-04-11 23:38

Some Suggestions

Post by Andrew Past »

Hi, I'm new to the community yet and love the mod so far, but I have some suggestions. Please forgive me if these have been mentioned before, for I am new here.

First off, I think the accuracy when using sights would be alot more realistic if there was weapon "sway" instead of deviation. What I mean, is that when you hold a rifle and aim down the sights, the sights sway, as in move around a little bit because your hands are not steady when holding a rifle because of weight and just regular hand movement and breathing. This would be similar to Americas Army. You would have the sway calculations like this: (Weapon weight x stance = sway modifier.) Standing would have a stance modifier of 1, crouching would be 0.85, prone would be 0.5, walking would be 2, crouched while moving would be 1.5, and prone while moving would be 1.15. This way the guns' accuracy would "feel" more realistic and would be a step in the right direction I think.

Secondly, I would like to see for weapons with bipods to not have them out all the time but when prone or by a wall, sandbag, ect. they can deploy their bipods for decreased recoil, deviation, and sway(if it's added.) I think this would be more realistic and very useful for snipers and support. For machine guns, it would turn them basiclly into temporary gun emplacements like the ones around the map. Unlike regular gun emplacements, they would use their own sights instead of the zoom in and have a crosshair on the gun emplacements. They would also be less accurate and have more recoil, but be more accurate than if they didn't deploy their bipod.

Thirdly, I would like it if the armor classes be changed from heavy or none, to heavy, medium, light, and none. Support and Anti-tank would get heavy armor which would be a little pumped up from now so they have good head and torso protection. Medium would be Assault and Medic would be light head and torso protection, a little less than what armor is at the moment. Light armor would just be light torso protection, same as medium, just no helmet. I may be mistaken, please correct me if I am, but as far as I know, Snipers don't wear armor while in full camouflage. If this is the case, they would get no armor. I also want to note that the heavier the armor class, the slower they should move, or at least have less stamina and so they cannot get up from prone as fast.

Fourthly, I think that as people progress with a certain class that they can get some points that they can choose to get different upgrades. So when they get promoted they can spend points on several things:
- Increased stamina
- Reduced recoil
- Reduced deviation
- Reduced sway, if it's implemented
- Increased armor at the cost of reduced stamina(could be only bought once so you don't end up with snipers with heavy armor or something similar)
- Weapon attachments; such as different sights, a bipod, one of the vertical handle things(I forget what they're called XD,) ect.
- "Purchase" weapons from one army so that you can use it in any without having to kill for it.
- Other things that I may have not thought of

The way this would work is that lower ranks would get less points to spend, so they couldn't purchase different weapons, more armor, or somem if not all, weapon attachments until they get more points. I also want to note that I think that if this idea goes through, that the upgrades would only be applied to one class. This way it would encourage specialization. Plus there would be a different menu screen where you could change your weapon attachments around, or change your armor class if you purchased that, that way you can switch your weapon around for different situations. The reasoning is that as a soilder gains more experience, they learn to handle their weapons better and learn how to reduce recoil and sway better.

I don't know if some of this would be able to be coded, but it would be cool to see!

EDIT: I also wanted to add a couple more upgrades:
- Reduced weapon pull out time
- Reduced weapon reload time
Last edited by Andrew Past on 2006-04-12 19:34, edited 1 time in total.
trogdor1289
Posts: 5201
Joined: 2006-03-26 04:04

Post by trogdor1289 »

Andrew Past wrote: Fourthly, I think that as people progress with a certain class that they can get some points that they can choose to get different upgrades. So when they get promoted they can spend points on several things:
- Increased stamina
- Reduced recoil
- Reduced deviation
- Reduced sway, if it's implemented
- Increased armor at the cost of reduced stamina(could be only bought once so you don't end up with snipers with heavy armor or something similar)
- Weapon attachments; such as different sights, a bipod, one of the vertical handle things(I forget what they're called XD,) ect.
- "Purchase" weapons from one army so that you can use it in any without having to kill for it.
- Other things that I may have not thought of

The way this would work is that lower ranks would get less points to spend, so they couldn't purchase different weapons, more armor, or somem if not all, weapon attachments until they get more points. I also want to note that I think that if this idea goes through, that the upgrades would only be applied to one class. This way it would encourage specialization. Plus there would be a different menu screen where you could change your weapon attachments around, or change your armor class if you purchased that, that way you can switch your weapon around for different situations. The reasoning is that as a soilder gains more experience, they learn to handle their weapons better and learn how to reduce recoil and sway better.
The first three suggetions are cool ideas although most have already been implemented in some form in AA. As to the fourth one it will turn into a RPG.
Last edited by trogdor1289 on 2006-04-12 19:39, edited 1 time in total.
Andrew Past
Posts: 58
Joined: 2006-04-11 23:38

Post by Andrew Past »

trogdor1289 wrote:The first three suggetions are cool ideas although already been done in AA. As to the fourth one it will turn into a RPG.
Well, AA didn't allow bipods to be deployed in various stances, and I think that they are good, realistic ideas. As for the fourth, I meant to mention that there would be limits on upgrading stats. And it wouldn't be an RPG seeing as there's still realistic balistics and damage. Also, you can't tell me that with more experience you don't get better handling with your weapons.
trogdor1289
Posts: 5201
Joined: 2006-03-26 04:04

Post by trogdor1289 »

In r/l yes you would but only with years of experience and the problem would be stat whores you would play constiently until they are so much better than everyone else not thorugh skill but through playtime that the game would be unbalanced. Also note I said most of them have been implented in AA. Also i was offering my thoughts eg. constructive critiscm no need to get defensive.
Andrew Past
Posts: 58
Joined: 2006-04-11 23:38

Post by Andrew Past »

I wasn't trying to be defensive, sorry. I was just trying to point out how the ideas could still work. Anyways, I mentioned limits to upgrades so it wouldn't be unbalanced. Also, the upgrades would effect just one class of your choice.
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