What do you want to see in a Realism Mod?
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Sgt. Jarvis
- Posts: 188
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freebirdcjb
- Posts: 20
- Joined: 2005-09-20 19:38
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T0M@field
- Posts: 188
- Joined: 2006-04-20 14:25
Spawnpoints
Sorry but this thread is too big to read it completely.
So i just start making my suggestion to prmm...
In my oppinion the spawning at a squadleader often causes unbalanced close-combat-situations.
Would it be possible that the commander may define temporary spawnpoints?
Or like in older mods: one was able to spawn in a helo or plane just like a paratrooper?
That leads me to another conclusion:
plane- and vehicle-camping would be history if everyone was able to select his beloved car, tank, helo or plane within the deadtime by clicking on it (spawnpoint)
and when someone already selected it in deadtime the spawnpoint won't be seen by others.
So i just start making my suggestion to prmm...
In my oppinion the spawning at a squadleader often causes unbalanced close-combat-situations.
Would it be possible that the commander may define temporary spawnpoints?
Or like in older mods: one was able to spawn in a helo or plane just like a paratrooper?
That leads me to another conclusion:
plane- and vehicle-camping would be history if everyone was able to select his beloved car, tank, helo or plane within the deadtime by clicking on it (spawnpoint)
and when someone already selected it in deadtime the spawnpoint won't be seen by others.
Last edited by T0M@field on 2006-04-20 15:55, edited 1 time in total.
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Wraith
- Retired PR Developer
- Posts: 1929
- Joined: 2006-02-11 00:10
Interesting Suggestion. I wonder if the Engine can do that....plane- and vehicle-camping would be history if everyone was able to select his beloved car, tank, helo or plane within the deadtime by clicking on it (spawnpoint)
and when someone already selected it in deadtime the spawnpoint won't be seen by others.

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T0M@field
- Posts: 188
- Joined: 2006-04-20 14:25
i will pray for that 
thx for the quick reply.... nice forum.
2my1st reply:
but logical "first in-first out-like" these spawnpoints dont have to vanish for others in deadtime.
the first spawning player will block this spawnpoint automaticly
so just code some spawnpoints into the models and kick it out at the squadleader - simple?!
and this feature will be usable for the commander:
think about some commander-directed blackhawk-flying bots. the blackhawk will be automaticly a spawnpoint and the bot will just fly to a marked place. wont be so difficult ?!
but these bots just fly directly.
so what about an advanced-waypoint-system for bots or even squadleaders?
the commander could mark a complex route with desired destination.
btw. beeing commander in vanilla is a onehand-job
i hope prmm will challange the commander more
thx for the quick reply.... nice forum.
2my1st reply:
but logical "first in-first out-like" these spawnpoints dont have to vanish for others in deadtime.
the first spawning player will block this spawnpoint automaticly
so just code some spawnpoints into the models and kick it out at the squadleader - simple?!
and this feature will be usable for the commander:
think about some commander-directed blackhawk-flying bots. the blackhawk will be automaticly a spawnpoint and the bot will just fly to a marked place. wont be so difficult ?!
but these bots just fly directly.
so what about an advanced-waypoint-system for bots or even squadleaders?
the commander could mark a complex route with desired destination.
btw. beeing commander in vanilla is a onehand-job
i hope prmm will challange the commander more
Last edited by T0M@field on 2006-04-20 17:49, edited 1 time in total.
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[k]MuffinMaster
- Posts: 172
- Joined: 2006-04-20 17:37
I want to see:
- Deployable weapons: not only LMG's, but Sniper-Rifles as well, with bipods. *drool*
- Or the possibility to switch through your kits loadout. (Different Assault Kits with different loadouts, e.g. M16/M4 with x4 scope or Nadelauncher or G3)
- Mobile Spawnpoints as addition to the normal flag based spawning.
- Deployable weapons: not only LMG's, but Sniper-Rifles as well, with bipods. *drool*
- Or the possibility to switch through your kits loadout. (Different Assault Kits with different loadouts, e.g. M16/M4 with x4 scope or Nadelauncher or G3)
- Mobile Spawnpoints as addition to the normal flag based spawning.
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T0M@field
- Posts: 188
- Joined: 2006-04-20 14:25
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LorienvArden
- Posts: 18
- Joined: 2006-04-13 18:38
Nothing to be seen, but rather heard:
Breathing.
Have those grunts sweat when they run across half a town with full gear !
Also - more realistic movement regarding getting up and lying down. (kinda detail.. but thats what makes the difference)
Also, there is no defined reason to keep a radar on infantry. Especially none that shows friendly troops.
Breathing.
Have those grunts sweat when they run across half a town with full gear !
Also - more realistic movement regarding getting up and lying down. (kinda detail.. but thats what makes the difference)
Also, there is no defined reason to keep a radar on infantry. Especially none that shows friendly troops.
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F.N.G.
- Posts: 145
- Joined: 2006-01-03 02:15
I like to spawn on the squad leader. It makes it easier to stick together for better team work. I don't think it is improperly balanced since the spawn time is so long in PRMM. And both teams can do it, not just one.
I would like to see quicker turn overs to grey for flag caps if noone is their defending.
I would also like to see someone playing every once in a while. When are the peak times to play. The last weekend was dead and so was last night. WTF?
I would like to see quicker turn overs to grey for flag caps if noone is their defending.
I would also like to see someone playing every once in a while. When are the peak times to play. The last weekend was dead and so was last night. WTF?
Free your mind, and your *** will follow.
F.N.G.
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Cerberus
- Posts: 2727
- Joined: 2005-11-15 22:24
However unrealistic the spawning on squad leader may be, I think it has to stay. If it was taken out, squads would be so easily seperated the battlefield would just be like a team deathmatch.
"Practice proves more than theory, in any case."
- Abraham Lincoln
"i so regret searching "giant hentai penis" on google images though ;_;"
- Garabaldi
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Lugubrum
- Posts: 1057
- Joined: 2006-03-15 16:00
I would like to see all the name tags from teammates removed. It can be annoying when you have 15 nametags in your screen it becomes chaotic.
I would like to see when 2 attackers are trying to cap a flag, the defenders can't spawn on that flag unless the attackers are dead. Sometimes when I try to cap a flag I secured the area, looking around for enemys and suddenly someone spawns at the flag I am trying to cap and kills me which is annoying.
I would like to see when 2 attackers are trying to cap a flag, the defenders can't spawn on that flag unless the attackers are dead. Sometimes when I try to cap a flag I secured the area, looking around for enemys and suddenly someone spawns at the flag I am trying to cap and kills me which is annoying.
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Cerberus
- Posts: 2727
- Joined: 2005-11-15 22:24
Not only would you have to carefully identify targets before firing, but it would make the game alot more intense.Lugubrum wrote:I would like to see all the name tags from teammates removed. It can be annoying when you have 15 nametags in your screen it becomes chaotic.
"Practice proves more than theory, in any case."
- Abraham Lincoln
"i so regret searching "giant hentai penis" on google images though ;_;"
- Garabaldi
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the_fro
- Posts: 2
- Joined: 2006-04-20 18:44
Here are a few suggestions that i thought might be cool to have in PR.
-(maybe to solve the medic thing that i was reading in the earlier post) When a person is in that state were the medic can revive the person, the shock paddles can be used to, do what shock paddles are supposed to do wich is bring a pulse back in to the persons heart and make him breath again. So when the person is revived with the shock paddles he would be as if he were normally except with 10 Hp. So at this point the medic would use the medic bag to heal the person to lets say 75 hp. This senerio would lenghthen the healing time and is also a more realistic,this is a game, healing senerio.
-What would also be cool to see would be to remove the map interface, so that the only thing thats on the screen is your gun and the little ammo thing on the lower right corner. And also remove the transparent map that pops up when you press "M" and replace it with a solid map, that folds out into the persons hands so ther person is not holding the gun and the map but just the map.
The problem that i have come across with removing the map on the screen would be, that the quick commands would be usless. The only thing that i have tought to counter that problem is to make the commands show up on the solid map making the player acually have to find cover see where the signal is coming from and move to that location.
Thats it for now
-(maybe to solve the medic thing that i was reading in the earlier post) When a person is in that state were the medic can revive the person, the shock paddles can be used to, do what shock paddles are supposed to do wich is bring a pulse back in to the persons heart and make him breath again. So when the person is revived with the shock paddles he would be as if he were normally except with 10 Hp. So at this point the medic would use the medic bag to heal the person to lets say 75 hp. This senerio would lenghthen the healing time and is also a more realistic,this is a game, healing senerio.
-What would also be cool to see would be to remove the map interface, so that the only thing thats on the screen is your gun and the little ammo thing on the lower right corner. And also remove the transparent map that pops up when you press "M" and replace it with a solid map, that folds out into the persons hands so ther person is not holding the gun and the map but just the map.
The problem that i have come across with removing the map on the screen would be, that the quick commands would be usless. The only thing that i have tought to counter that problem is to make the commands show up on the solid map making the player acually have to find cover see where the signal is coming from and move to that location.
Thats it for now
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F.N.G.
- Posts: 145
- Joined: 2006-01-03 02:15
Well said.'[R-PUB wrote:Cerberus']However unrealistic the spawning on squad leader may be, I think it has to stay. If it was taken out, squads would be so easily seperated the battlefield would just be like a team deathmatch.
I would like smaller name tags, but not gone. It's good to be able to identify squad mates close by to give orders over VOIP or TS.Lugubrum wrote:I would like to see all the name tags from teammates removed. It can be annoying when you have 15 nametags in your screen it becomes chaotic.
I would like to see when 2 attackers are trying to cap a flag, the defenders can't spawn on that flag unless the attackers are dead. Sometimes when I try to cap a flag I secured the area, looking around for enemys and suddenly someone spawns at the flag I am trying to cap and kills me which is annoying.![]()
I think that if you have more attackers than defenders at any time, the spawning should stop. This would stop magic reinforcements from "popping up" out of nowhere and thwarting your hard fought attack from the inside, out. and it would reduce spawn slaying during attacks.
Free your mind, and your *** will follow.
F.N.G.
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six7
- Posts: 1784
- Joined: 2006-03-06 03:17
i think friendly tags should be invisible unless pointed at them and fairly close (say 15m tops). the uniforms are easy enoguh to distinguish, and it would cause SAW gunners to maybe check their fire before opening up like mad on an area. this would make snipers or binoculars useful for reconassiance (sp?). at longer ranges or with low visibility, it would be essential for you to get confirmation before opening fire. The idea of getting rid of the map is a bit extreme, as it helps you see the ebb and flow of the battle, as well as help you coordinate attacks and know the general position of your allies. IRL you would have a GPS system and radio to communicate between soldiers. I think the map is simplifying this constant squad by squad communication that is not avalible because of squad only VoIP and the lack of players with mics.
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
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Sgt. Jarvis
- Posts: 188
- Joined: 2005-12-19 02:22
Tags I think are still a server side option, as they were in BF42. Tags cannot go, but they can be decreased to a distance where if you saw a face of a person in your squad that you've trained with for the last 2 years you'd know who it was, so tags at a very close distance is a good thing.
|XWW2|Jason05
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six7
- Posts: 1784
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Agreed, as long as you are looking right at the personSgt. Jarvis wrote:Tags cannot go, but they can be decreased to a distance where if you saw a face of a person in your squad that you've trained with for the last 2 years you'd know who it was, so tags at a very close distance is a good thing.
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli


