New Class "Radio Operator"

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

idea: in certain levels, wouldnt the squad leader and the radio man be the same guy? depending on if we are fighing with normal infantry, rangers, seals or whatever, it probably changes.
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waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

Problem is, sometimes noone would play that class, and then everything would be FUBAR with no radio communication, and you can't FORCE a player to do it. And at other times, six guys on the same team might choose it, and then what? everyone would be calling for atillery all the time? Everyone giving different orders?

The only way this would seemingly work would be if it was a pickup kit. That didn't disappear and respawn until a minute after the carrying soldier has been killed. That would make a lot more sense, if someone else had to grab the radio off the dead guy (Who WILL die, because he's such a big target)
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Super62
Posts: 92
Joined: 2004-12-20 06:57

Post by Super62 »

Why would no one pick the class? You would still have a rifle or carbine and maybe grenades. I would pick the class if it gave you points.
TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

waffenbaum wrote:Problem is, sometimes noone would play that class, and then everything would be FUBAR with no radio communication, and you can't FORCE a player to do it. And at other times, six guys on the same team might choose it, and then what? everyone would be calling for atillery all the time? Everyone giving different orders?

The only way this would seemingly work would be if it was a pickup kit. That didn't disappear and respawn until a minute after the carrying soldier has been killed. That would make a lot more sense, if someone else had to grab the radio off the dead guy (Who WILL die, because he's such a big target)

One squad leader - One radio guy? mabe the SL could choose anyone who applys to be a radio guy for his squad.
OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

Are you guys considering class limitations per squad? I hope so. Therefore, you couldnt have everyone being a radioman and then 10 snipers etc. Just a thought.

I like the ideas presented here on the topic too. My feeling is however it is done in real life, copy that model into the mod as best as one can.
waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

Aren't people gonna get pissy when they don't get the class they want?
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OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

waffenbaum wrote:Aren't people gonna get pissy when they don't get the class they want?
Some might but the majority of players who this mod will appeal to will, I think, actually prefer realistic squad class loadouts. I know I will. I mean, Red Orchestra and AA were both very successful, a helluva lota fun, and more realisitic because of it in my opinion. Those that get turned off should head back to vanilla BF2 I think. But, I suppose this issue has been discussed ad infinitum in other threads.

Back to this topic (radio ops), personally I think is implementation would be neat.
Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Post by Wolfmaster »

TerribleOne wrote:

also you could give the radio guy some other little cool things like binos or another weapon range. a bit of variety.
'cool things' to make the class more appealing are fine, but it shouldn't be like that people pick radio man for the cool weapon, and then spend the rest of the round scoring kills instead of helping the squad. he should get a less than average weapon, and his main kills source would be the kill assists gained by radioing for arty.

also, shouldn't the squadleader get kill assists as well then? after all, he´s the one who starts the cycle. squad leader to communications guy, communications guy to commander, commander scores arty kills, communitcations guy gets kill assists, sl gets kill assists.
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TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

waffenbaum wrote:Aren't people gonna get pissy when they don't get the class they want?
then they can join another squad? allthough im not so sure there should be slots for every class? like for example i agre with limited slots for mabe a medic or two and....radio guy... and whatever else appears. I dont agree with limiting the more basic slots because that would cause allot of friction like when people fight over getting the vehicle they want.
spec-ops - infantry - anti tank should be available to whoever wants it imo.
TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

Wolfmaster wrote:
TerribleOne wrote:

also you could give the radio guy some other little cool things like binos or another weapon range. a bit of variety.
'cool things' to make the class more appealing are fine, but it shouldn't be like that people pick radio man for the cool weapon, and then spend the rest of the round scoring kills instead of helping the squad. he should get a less than average weapon, and his main kills source would be the kill assists gained by radioing for arty.

also, shouldn't the squadleader get kill assists as well then? after all, he´s the one who starts the cycle. squad leader to communications guy, communications guy to commander, commander scores arty kills, communitcations guy gets kill assists, sl gets kill assists.
sorry for the double post i just read this :/

I personally wasent thinking along the lines of that cycle i was thinking SL makes the movement decisions and the radio guy makes the artillery and supplys decisions. Make the radio guy independant on his decision for the skill he is trained with and the squad leader do what he does, Lead.

different in the real world but then again you cant have everything the same or the game wouldent play very well.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

FH example: imagine if arnhem allowed the brits to have landmines, like normal engineer kits?

the map would play like shit.

and it was my idea for the AA kits thing.

If you think about it, PR basically needs to make AA for BF2 (with a few minor changes, mainly, you CAN respawn, just after a minute), and then start updating and revamping vehicles and such, as the infantry combat and classes are the most unrealistic and lacking and hardest to mod part of BF2.
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OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

Again. Fig. I am in agreement with you. AA BF2 style with a heaping cup of Red Orchestra. Fold, bake at 350 for 1 month, serves 64.
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