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Posted: 2006-07-22 05:30
by six7
' wrote:[V][essiah']Ok, first, a suggestion to fix your FF/Tag debate. The Army uses a Reflective IR squares on their uniforms that can be seen for MILES through NVG's. You could make the same deal, but only visible to YOUR team and ONLY through binos or NVGs. That would force ppl to check their targets. Possible?
This would be brilliant.

Posted: 2006-07-25 10:45
by Nuclearmissile
I have an idea for 'selective loadout' where kits would get one of two similr configs-for example, SF could have a stealth and assault configs, stealth giving them a silenced rifle, silencedpistol and a knife, with less ammo and c4, whereas assault would give u more clips, and ammo but remove the silencers

Posted: 2006-07-25 12:48
by G.Drew
so basically put silencers on the spec ops weapons? i like that but not the rest, i mean the specops could be more more stealthy then and then it could be used as a Spec ops properly

Posted: 2006-07-25 16:18
by Nuclearmissile
yes, but again, you could settle for grenades and more ammo IF ur willing to sacrifice the silencers.
also snipers could have a loadout between the 'woodland' sniper(theyre giving every side one in 0.4 right?) and the urban.
Assault could have more ammo and ammo packs with no GL or GL and smok nade with less ammo
etc. etc

Posted: 2006-07-26 10:30
by Thunder
no a big fan of the suppressors idea, but the abilty to customise my kit sounds good like dropping my body armor and grenade launcher so i could keep up with some of the fast team members.

Posted: 2006-07-30 17:24
by stewyman
when you become the commander for usmc you become president bush with his hunting shotgun

Posted: 2006-07-30 17:31
by Oktyabr
#1 Get rid of all the first person perspective icons including player names that hover over their heads, flags, etc. Leave those for the mini-map.

#2 Modify an idea borrowed from America's Army and have a "Report In!" bind. When using this bind THEN you might see the player names of teammates in your field of view, but only for a second or two and only when they reply with the same bind. Same thing when you hit the bind... any teammates looking in your direction would see your name or a similiar identifier for a coule of seconds. This would help reduce TK and FF from that would increase with idea #1 above. You would see any *teammate* that replied, not just squadmates. In AA "Report In" also automatically includes text of your general location, i.e., "SE Corn Field", etc. but I don't know if this would be possible in PRMM?

#3 Have a modified version of BF2's unlockable kits but ONLY unlock them for players playing as members of a squad. This would allow people who insist on "lonewolf"ing it to continue to do so but without the added benefit of additional kits to choose from (as well as other things that already exist in the game).

Suggested squadplay unlocks (mix and match... I'm not suggesting anything needs to be cut in stone, just suggestions):

a) Spec-Ops: Silenced SMG with/without site, shotgun, rope and grapple instead of parachute, increased body armor instead of detpacks, flashbang grenades, silenced M4.

b) Assault class: Different primary weapon, increased body armor instead of grenades, smoke grenades, flashbangs?

c) Support: Mortar instead of SAW, shotgun as backup, etc.

d) AT class: Here is the heavily discussed AT unlocks... One should include stingers, either exclusively or with an AT weapon as well, perhaps backed up with SMG or shotty (keep the pistol for the lonewolfs ;) )

e) Medic: Increase battery pack for revival attempts.

f) Engineer: I don't play this class enough to make good suggestions but you should have the general idea! ;)

Non-class specific: Perhaps give those in a squad a basic bonus for being a squad such as a single application bandage type thing OR a parachute OR a rope for repelling. The idea is to reward players for squading up by giving them added flexibility in how their kit can function. Obviously on a map with no aircraft stingers won't be essential, etc.

#4 Team Commander should not be out running around with a SAW or AT, etc. His job is to command, not fight on the frontlines. Commander should have defensive weapons and extra body armor but be limited otherwise. A good point bonus should be given for killing the enemy commander (or squadleaders for that matter), unless this already exists in this mod?

#5 Something needs to be done with attack aircraft and squads... at the least they should have voip communication with each other as if on the same squad. Ideally they SHOULD be on the same squad (see #6 below) but I also realize this can open a whole other can of worms at the same time. Pilots should also be limited in kit... No F16 pilot carries a SAW, AT or sniper rifle into the cockpit with them ;)

#6 Allow squad leaders to request airstrikes on the maps that it would be appropriate. Like artillery the request would HAVE to be made to the commander and the commander would HAVE to assign it to the aircraft "squad". Meanwhile it could be assumed that the aircraft "squad" would be under standing orders to fire at "targets of opportunity".

#7 Tankers too should either be a seperate kit or at the least limited in which kits they could take. Like the aircraft tanks should have a dedicated voip channel to talk to other tanks (not specifically, assault "armor" is what is meant).

#8 Troop carrying transports (blackhawks and APCs, etc.) should reward based on how many passengers are onboard and should be punished if leaving with only the operator on board. Before anyone starts screaming about that this could possibly be made to work by setting a time limit... You jump in a blackhawk (for example) and are only punished (both score and possibly with an automatic voice reprimand "What do you think you are doing soldier?!?!", etc.) if they leave "empty" before a short time period is up, say 15 or 20 seconds with the engine running. This would help keep troop carrying capable vehicles around a bit longer for people to jump on board but wouldn't trap a player forever if he jumped in a vehicle when no one else was around. Attack choppers should almost NEVER leave the ground without a gunner and a pilot!

#9 I like the idea of the reflective patches on teammates too, I think "cat's eyes" (on the back of helmets) is one of the correct US terms... Again, borrowing from America's Army, each team would have these and additional identifiables (AA uses a fanny pack type of thing so you can tell ForF at distance by sillouette) but they are only visable to your teammates. This would also help reduce TK and FF increased by the removal of hovering name tags.

#10 SOUNDS: I'd love to see something closer to realistic sounds and volume levels. "Shell shock" should be an included feature and I think surviving a nearby blast should leave your ears ringing a lot longer than they do currently. Same thing with standing too close to a tank when it is firing. Also this last weekend we had an airshow that was basically 6 or 7 miles away from where I live. F-18 Hornets were present and you know how I could tell they were flying? I could HEAR them. From that far away! When closer and these birds are really getting with the program, that is about ALL you can hear. My point? Aircraft sounds should be almost overwhelming when very close and should be easier to hear approaching at a further distance than currently implimented.

#11 One of my best experiences playing PRMM was when my squad changed the tides of war by flanking the enemy at the their only dry-land cap and making use of the element of suprise. This ONLY worked because we coud spawn on the squad leader who had spent much of the round getting into the perfect position by himself. Long story short probably everyone loves being able to spawn on the squadleader, from a "fun factor" stand point, but as far as realism goes it's probably one of the least realistic features left in the game! Not sure what to change here to make it both fun AND realistic but there it is anyway...

#12 Finally I'm not sure how much this last bit is already implimented in-game so the very fact that I don't remember suggests it could be improved ;) : Sound from your surroundings should carry much more over VOIP than it does currently, to be realistic. Also, while it's nice to be able to hear your VOIP partner (by *automatically* muting the surround "FX" sounds some) it's not very realistic either. Might sound stupid at first but maybe a bind to plug your other ear would be helpful... that's what guys would do in real life, given the chance... they would lower their weapon to sling and use their free hand to cover the exposed ear muting the surrounding sounds some to better hear who is talking to them.

Posted: 2006-07-31 09:16
by Tjofaderalla
Hi all!

When playing I´ve been hearing alot of complaining about the supportguns effectivity and that it should be altered to a less effective weapon. I think that this is a realitymod and if you want to have unrealistic weapons you should´nt play this mod. The supportgun is a very effectiv weapon, although almost impossible to handle with accuracy while standing and moving and Prmm has done a good work here (it could even be more effectiv when used laying down). Just add the difficulties with moving, accuracy and handling the weapon and you are right on target ;)
The M16, the kalashnikovs and the other assault weapons, however have been given a far to low rate of fire and effectivity compared to the real weapon. These are high speed weapons the makes a tremendous damage when entering (and exiting) a human body. These weapons should be altered in the game.

One hit means one fighting enemy less to worry about and a couple more to take care of him

Posted: 2006-07-31 14:49
by G.Drew
stewyman wrote:when you become the commander for usmc you become president bush with his hunting shotgun
that dont sound like a bad idea lol :mrgreen:
anyway thunder, basically this sounds ALOT like whats going into bf2142

Posted: 2006-08-04 06:27
by Dr_Eyeball
These are the main concerns I still have about how realistic/fair PRM is. Perhaps totally eliminating some of this functionality would take away some of the fun, so perhaps just reduce it's overall effectiveness.

Apologies if some of these have been already fully discussed in the last 130 pages or so, but I just wanted to present them grouped together again.
  • Introduce a concept of permanent health damage by reducing your "maximum health level" from 100% down to a lower maximum value, after revives & heals. After all, bullet hole wounds don't heal fully within seconds.
    .
  • You could also reduce the stamina bar & maximum run speed slightly, using the same concept where the wound causes pain and reduces mobility.
    It would be nice to see the stamina separated for jumping versus running.
    .
  • excessive defibrillator revival is unrealistic - perhaps reduce it to a single revival per spawn for the victim and/or reduce maximum health level by 40% each time (achieves same result). I'm sick of wiping out an entire squad only to have them all fully revived continuously.
    .
  • 100% Medic healing each time is unrealistic - perhaps for every 1% healed by a medic, reduce their maximum health level by between 0.5% to 1%.
    Eg: So fully healing a person's wounds at 30% health, would return him to a maximum of 75% (30+(70/2)).
    .
  • SL spawn point - perhaps add another 1 minute to your spawn time if you choose to spawn on SL. It's a bit unfair that the player saves travelling all that distance to the SL's current location in zero time. Or have them parachute in using a single-use parachute, so they are visible to the enemy.
    .
  • lack of recoil on some weapons - snipers & MG's especially. We're not talking about accuracy, but control here.
    .
  • enemy spotting showing on minimap - is this realistic without a GPS headset? Perhaps keep the "Tank spotted" command, but don't show the red dot/icon.
    .
  • minimap - is this realistic showing this all the time? Perhaps just keep the full map.
    .
  • long vehicle respawns - this is ok for air craft & armour but for jeeps & boats too? The time ratios are not suitable or are not being applied to maps as recommended(?). In the same 5 minute period, I could either get 1 tank or 1.5 jeeps or 2.5 boats. I know which one I would wait for.
Everything else is quite fine with me.

Painting Laser

Posted: 2006-08-13 22:09
by Smurf
Lots of great discussion going on. The only thing I'd like to add as a possible feature in the future is a PAINTING LASER for one of the kits or an option for a kit.
This would allow the user to PAINT a target with the laser to guide in an over-the-horizon style missile attack, or a specific upgraded kit missile from the AT class.

For example - sniper Paints a tank on the other side of a hill or building. AT guy fires rocket straight up over the obstruction and the missile arcs down following the laser guidance to slap into the roof of the tank. Bang.

This stuff already exists, although I'm not sure if it is linked to hand-fired stuff - it may only be ship or plane-launched ordinance that can use the painting laser.

In a reaslism mod

Posted: 2006-08-14 02:17
by CuerpoDelSol
Just make "America's Army" look like a silly, juvenile, arcade-like notion: the graphics engine is already there

Posted: 2006-08-14 23:40
by PLAYERSLAYER(bf)
on every map, each side's base (if they dont have a base, their main CP)
will have a field hospital. when a soldier is wounded, all a medic can do is patch him up, not revive him, then the medic must take him to the hospital
with a humvee, stretcher(can yall code that in?) or if the wounded soildier can, walk.....when they get to the hospital, there will be a medical station (like in bf1942 or bfv, if yall can code that in too?) which will take about 20 seconds to get them back in the fight (each hospital should have a few jeeps outside)

Ground cover

Posted: 2006-08-15 02:31
by CuerpoDelSol
If you could possibly program the gound cover so that it actually works effectively as a disguise that would be great. Currently, if you hide in tall grass, you only THINK that you are hidden, as your opponent can see you due to the vanishing nature of the gound cover down range.

Posted: 2006-08-15 05:07
by PLAYERSLAYER(bf)
uhhhhh

Posted: 2006-08-15 05:08
by PLAYERSLAYER(bf)
also, i have an idea for a gamemode: search and destroy.

the skins for the us guys will be changed to delta force skins (watch black hawk down or somethin)

the delta force will recieve no info on where the target is (the name is search and destroy)

make it intense, if the deltas manange to be stealty, they could do it easily, if the get caught, all hell breaks lose and they start fighting for their lives :cry: when they get to the MEC base the commander should drop some supplies and the guys will blow the base up. 2 little birds will come pick up the men.

oh and if any delta dies, the us will lose like 50 % of their tickets (leave no man behind)

Posted: 2006-08-15 07:43
by fuzzhead
CuerpoDelSol: Try playing Road to Kyongan Ni.

The grass draw distance is very high. Most likely, if your in grass, it will be drawn even at high distance. Especially check out the cover inside the forests, you can hide in them QUITE well.

Posted: 2006-08-16 09:08
by IronTaxi
encourage mappers to make more varied terrain..if i walk outside right now there are plenty of places to hide...this is not just buildings, curbs etc but the terrain itself.... we need for more in the way of ditches along roads and general terrain features... the rice field outside my window here is just riddled with nice hiding places... thats what i want to see...

no more smooth hills that can be easily scaled by a jeep..i cant even get my Pajero onto a muddy road without getting stuck let alone off into the wild forests and fields...for example...steel thunder(which i like btw) the middle forest is on a hill but is featureless aside from that hill..when in RL the treed areas would be very bumpy and have at least a ditch or a ravine running through them somewhere.. lets mess things upa little..short ridges or small hills/ditches in steel thunder forest would make it 100times better..

Posted: 2006-08-16 15:44
by G.Drew
steel thunder IS MURDER to play in ( the chinese get a major advantage cos of there camo)
we need a map that has lots of cover = from fallin-down trees to bomb craters to wrecked cars = this would be put to good use on some of the MEC maps

New classes

Posted: 2006-08-17 10:10
by huleboeren
This has probably already been up, but i posting it anyway.

Keep the original sniper classes but add a new one; "Designated Marksman"
- with a M21 or similar (SPR maybe? but it needs a new scope and new sounds - the lines in the scope are too thick and the sounds are 'boring', I wanna feel that im using my weapon through the sound :P .)
Snipers and designated marksmen should be limited great..


Regards,
Huleboeren