Battalion types?

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Astromici
Posts: 130
Joined: 2008-11-21 03:53

Battalion types?

Post by Astromici »

I know this wouldn't take too much effort, and it would add a sense of strategy to the game.

If I remember correctly, it's possible to customlize which kits and vehicles are on maps, so what if each force came from a certain battalion?

Assault: Standard number of everything.

Mechanized: More APCs, more "Heavy" kits(AT, combat engi, autorifle), less troop trucks.

Airborne: Lots of helicopters, more anti-inf kits(Grenadier, Marksman, etc.) -Muttrah?

Armored: More tanks than anything.-Kashan?

Tactical: More sniper kits, more jets, choppers, and arty. Or less respawn time for them.-Qinling?

The already suggested super leet special ops force: LB support, more snipers, more anti-inf kits. Not too much armored vehicles.-Korengall?

Seeing squads optimized for the above are already common in game, but it'd be cool to have them on a more tactical level.
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: Battlion types?

Post by Tannhauser »

If I understand correctly, you want players to be able to select the ''battalion type'' of their respective teams before/during the start of a round? Why?

Current loadouts are ment to fit with the gameplay of the map, and they are appropriate in terms of realism.

Plus, this sounds like hardcoded/impossible to implement ; vehicle spawns are set for each ''layers'' (16, 32, 64) when the map is being made. Once the map is packed and made, it can't be changed unless you audit the map again wich requires to unpack = unplayable. It's just not possible.
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Astromici
Posts: 130
Joined: 2008-11-21 03:53

Re: Battlion types?

Post by Astromici »

You don't understand correctly. I want there to be like a X vs Y type thing when you look at the map overview, so the players know what to expect. For example, when you're loading the map, instead of little icons showing what kind of vehicles are going to be availible, it'll say "U.S. 101st Airborne division Vs. Alfganistan 26th Armored". The players don't choose. The nonexistant Brigadier General decides which Regiment he wants fighting in certain areas.
Simmage
Posts: 138
Joined: 2007-10-10 02:13

Re: Battlion types?

Post by Simmage »

It already does show which vehicles will be available when you're loading in, I simply don't understand why this kind of thing would be necessary. :-|
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OkitaMakoto
Retired PR Developer
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Re: Battlion types?

Post by OkitaMakoto »

Hes wanting a bit more randomization to the fray by having it randomly choose what sort of force you will be sending it. In my opinion thatll just give people more reason to complain that this is a game and that there needs to be "some sort of balance". Itd be annoying to be the light airborne sent in against an armored force... sure it would be different but I think ultimately itd be too risky to leave it to randomization.

Besides, Im thinking we cant do that[maybe with coding I guess, I wouldnt know]

In the end, the maps are already set to use what the mapper and DEV team feel is the appropriate layout for each team, Im not sure we should go much further than that :)
Astromici
Posts: 130
Joined: 2008-11-21 03:53

Re: Battlion types?

Post by Astromici »

(Smashes face in with facepalm)
I want there to be kit customlization as well as vehicle customlizaions within map, and I want a certain set of cusomlizations to have a name.
DankE_SPB
Retired PR Developer
Posts: 3678
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Re: Battlion types?

Post by DankE_SPB »

he means not randomization, but more difference i think, like now you can see 3 layers(inf, heli, planes on kashan in example), expand it to 5 which mentioned in 1st post and let mapper choose it
did i get it? :-)
=BW=GUNNY-197
Posts: 10
Joined: 2008-11-14 17:44

Re: Battlion types?

Post by =BW=GUNNY-197 »

i don't agree with some of the things u said about the more tanks.Kits would be nice.But i have had this idea for a long time about... What if in pr you had to choose your battalion like u pick airborne and u get access to a kit like that say u would get a parachute for airborne halo jumps .But it would be great if the class got mixed up a little say u pick the airborne battalion u get an airborne skin or mechanized u get a guy with lots of gear .Tactical u get a SF looking guy.Then assault u get just a standard looking rifleman . U guys might get what i am saying and some of u might not .Its just and idea.
Last edited by =BW=GUNNY-197 on 2009-03-21 02:17, edited 1 time in total.
=BW=GUNNY-197
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Re: Battlion types?

Post by =BW=GUNNY-197 »

=test= for sig
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OkitaMakoto
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Re: Battlion types?

Post by OkitaMakoto »

For example, when you're loading the map, instead of little icons showing what kind of vehicles are going to be availible, it'll say "U.S. 101st Airborne division Vs. Alfganistan 26th Armored". The players don't choose. The nonexistant Brigadier General decides which Regiment he wants fighting in certain areas.
Sounds random to me, the whole nonexistent Brigadier General thing... Just imagine the Mapper and DEV team as that... I mean random in that it randomly chooses one preexisting allotment battalion, not that it randomly assigns the number of vehicles...

I get what you mean about more kits for certain maps or something, but in the end think its just too much coding for something thats not really a problem with a nice balanced allotment that we have now.
Assault: Standard number of everything.

Mechanized: More APCs, more "Heavy" kits(AT, combat engi, autorifle), less troop trucks.

Airborne: Lots of helicopters, more anti-inf kits(Grenadier, Marksman, etc.) -Muttrah? Muttrah already has lots of helicopters. Adding a new setting for more infantry kits would be possible, but as I said, in my opinion, theres already a good balance that can be good for all maps. And if needed we have the "No H-AT and such modes"

Armored: More tanks than anything.-Kashan? Kashan already did this by the mapper placing more tanks, Im not sure what you mean. There was an ALL tank mode in the works, but was delayed/dropped/postponed/something'ed

Tactical: More sniper kits, more jets, choppers, and arty. Or less respawn time for them.-Qinling?
When it comes to vehicles I still dont get how what you want is different from the mapper placing the desired vehicle set. I guess adding more "gamemodes" would be possible, but really its already done for each map. Map layers have Jets and no helos, Helos and no jets, tanks and few apcs, apcs and few tanks, light vehicles, etc.
Astromici
Posts: 130
Joined: 2008-11-21 03:53

Re: Battlion types?

Post by Astromici »

I mean that Muttrah could be labeled as US Airborne vs. whatever, and it already is. I'm suggesting that they're labeled as an airborne regiment, and get some more/enhanced kits.

The battalion type(yes you guessed right, dude 3 or 4 posts below) is not random. It's chosen by the mapper, and it's not going to change. All that's needed to be "coded" is to add some more kits to the map, and take away/add some more vehicles. Plus, it'd need to say what sort of regiments are fighting in the map overview.

P.S. I'm glad it didn't get locked before I've cleared up what I want, unless you're still not clear.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Battlion types?

Post by Dev1200 »

Astromici wrote:You don't understand correctly. I want there to be like a X vs Y type thing when you look at the map overview, so the players know what to expect. For example, when you're loading the map, instead of little icons showing what kind of vehicles are going to be availible, it'll say "U.S. 101st Airborne division Vs. Alfganistan 26th Armored". The players don't choose. The nonexistant Brigadier General decides which Regiment he wants fighting in certain areas.
Astromici wrote:(Smashes face in with facepalm)
I want there to be kit customlization as well as vehicle customlizaions within map, and I want a certain set of cusomlizations to have a name.

ROAR at your IWANTS.



So all your suggesting is giving the factions on a map a battalion? Also, they should keep the "little icons show what kind of vehicles are going to be available", so that you actually do know whats going to be available, instead of giving a generalization with a Battalion.
Last edited by Dev1200 on 2009-03-21 06:22, edited 1 time in total.
Astromici
Posts: 130
Joined: 2008-11-21 03:53

Re: Battlion types?

Post by Astromici »

Sorry bout' the "I wants". Use your brain and replace them with " I suggest", except that trying to get a point across makes me subconciously use stronger words.
Rudd
Retired PR Developer
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Re: Battlion types?

Post by Rudd »

Astromici wrote:(Smashes face in with facepalm)
I want there to be kit customlization as well as vehicle customlizaions within map, and I want a certain set of cusomlizations to have a name.
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(for more great pics like that! gargantua & pantagruel: Impossible, brilliant)

I like the OPs suggestion, problem is that it wouldn't really feel good unless there were a **** load of maps in PR, which there arent.

Maybe next patch, or the next when there are around another 5 maps or so.
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Guacy_Doidão
Posts: 44
Joined: 2009-01-28 11:13

Re: Battalion types?

Post by Guacy_Doidão »

All ideias can be maked.
but. remenber.
you must build it simetric.
or anyway. it will be hardcore.

if the DEV, make up the batalions choice, up to the Commander he will increse he's power. will also give a suport to diferent strategys. I sugest those bataions

Infatry: Lots of AT weopows, Extra Ammo to AT weopows, No tanks. A bit more of the other kits, Fire bases can be build whicht one suplys. rally point can be deployend in half time after destrowed. (HIght increse Ways to spawn has infatry men, also give great AT boost remebering this is you only way to get out tanks because you dont have any armored vehicle this is a solid defese batalion no dount)

MEC INFANTRY: Firebases have transport jeaps, whichtout .50, Main bases have extra Armed Jeaps and APCs, the transport jeap have tricket decresed by 2, so losing this one will not afect to much the game, but the Armed ones still a punch in you tricket ration.
(quick batalion in the game, they can place vehicles in they fire bases this helps alot the logistc)

Armored: double Armored vehicles, incluing mobile AA, no Aircraft suport, or AT weopows, Fire bases can build repair stations but canot build .50 or AA or evem any defese such wire, Vehicle Spawns in bouble time, any infatry soldir whichtout driver kit that die is 2 trickets, you can spawn whicht creman kit, and if you die whicht this one is 1 tricket, so you have a Weak infatry, no air suport but loots of tanks, also suply trucks carry extra repair suplys.
(easy to repair vehicles, Extra armored vehicles, Poor infatry, no AT weopows, Good AA vehicles)

Airborn: Infatry starts whicht Parachute, and there is one Helicopter that repsawn instant in main base. there is no armored vehicles, but incresed a litle aircraft.

Air forçe: You have half of all vehicles, all heavy kits, but douple aircraft in you hands.
Down there you see the Main Brasilian Armor.
produced here, In my lands.

nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Battalion types?

Post by nick20404 »

I am pretty sure this is already in the game IE 16/32/64 player maps all have different load outs, unless you are suggesting being able to choose your load out type in the begging of the map which I don't think would work for a few reasons, one being the hard coded issue I doubt you can change all the vehicles in the map with the press of a button, And giving the players the option to do this would be a horrible decisions. There are allot of, well noobs/13 year olds in PR and every map the majority of the noobs/13 year olds would all smash the key for AIRPLANES/COPTERSWOOT and the tickets would drop from 400+ to 0 in a matter of minutes with all the noobs flipping there choppers.

Besides all that it would be a nice thing to see one day.
awqs
Posts: 103
Joined: 2009-02-28 08:02

Re: Battalion types?

Post by awqs »

this wouldnt work everyone would just pick the best things like tanks
"Leave no man behind"
VoXiNaTiOn
Posts: 1644
Joined: 2008-07-26 15:15

Re: Battalion types?

Post by VoXiNaTiOn »

From the point of view of people who do overviews, this would be yet another thing to be added to the overviews.

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Muttrah's overview, where do you propose the extra text goes?
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