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Re: Unlocks, a new perspective
Posted: 2008-05-17 00:26
by Rudd
DeltaFart wrote:
Medic:
Default is the current kit
Unlock could be a scoped rifle, minus the defrib, because this medic is more of a first responder, and just has a medic bag and bandages, to simulate a more front line soldier instead of support. like I pointed out the trade off is he can't help the critically wounded.
self healing rambo FTW, why have riflemen when you can have medics?
self healing, not defibs are the problem with scoped medics.
The real question is to what extent do general infantry get to choose their weapons?
Re: Unlocks, a new perspective
Posted: 2008-05-17 00:38
by DarthDisco
I think we are on to something with this idea. And as long as we understand that the types of unlocks we are talking about are small kit changes, I think this could add a fresh dimension of customization to the mod.
Firstly, I we don't want any unlocks to alter the role of the kit it modifies. For example, an unlock that removes an engineer's AT mine and gives him a scoped rifle is, as previously mentioned, basically turning him into a rifleman with a wrench.
I think the easiest way to utilize the unlock system would be to affect only the primary weapon of the kit. For example, the rifleman kit would default to iron sights with the unlock providing a scope. In effect this would condense the current kits from 5 to 4. Some may note that the ammo bag on the iron sights rifleman is different from that on the scoped rifleman. Personally I have been, and still am, opposed to the scoped rifleman getting a bag at all, but this problem can be solved either by having the unlock change the ammo bag as well. Or if that is not possible, simply standardize the ammo bag for both classes.
Medics could be given a choice between carrying an iron sighted rifle or scoped rifle as well, with the argument being that in modern day armed forces most soldiers have the option of purchasing their own personal scopes. Personally I would like to see medics given the option of iron sights or a carbine, which would make them a more valuable CQ combatant for the squad. However my force-senses tell me that the Dev's would disagree on the grounds that medics, being frontline infantry, would not normally be issued carbines. (US Army excepted).
Lastly, Engineers could choose between an iron sighted rifle or a combat shotgun (the latter containing both buckshot rounds for infantry, and sabot rounds for busting doors). This would create a very real choice for engineers as, in urban maps, they would need to weigh the benefits of having a medium range weapon against the utility of opening doors for the squad.
The officer kit should not, I think, receive an unlock, however for those purists out there I would suggest a choice between a scoped rifle or a carbine. This would give the officer the choice of long range or short range specialty. And in this regard I believe it can be argued that most army officers would have somewhat more leeway in acquiring a non-standard weapon than their non-commissioned brethren.
Re: Unlocks, a new perspective
Posted: 2008-05-17 01:44
by DeltaFart
Dr2B Rudd wrote:self healing rambo FTW, why have riflemen when you can have medics?
self healing, not defibs are the problem with scoped medics.
The real question is to what extent do general infantry get to choose their weapons?
ok ok, I didn't know what the hell to give the medic get off me, get rid of the bag or make it have a limit or something IDK
Re: Unlocks, a new perspective
Posted: 2008-05-17 01:50
by Rudd
DeltaFart wrote:ok ok, I didn't know what the hell to give the medic get off me, get rid of the bag or make it have a limit or something IDK
soz mate, didn't mean to come over this strong- there was a heated thread on the medic front only a little while ago; and the consensus was that a medic weapon change would result in a necessary redo of the healing system<- alot of work and possibly not better/possible.
As long as its realistic, I don't mind unlocks. Is it true that some US units have a sum of money they can use to buy extras? I have no idea, but I remember a reference in another thread.
Re: Unlocks, a new perspective
Posted: 2008-05-17 02:01
by gclark03
Double post + edited typo. How else can I screw this up?
Re: Unlocks, a new perspective
Posted: 2008-05-17 02:02
by gclark03
DarthDisco wrote:I think we are on to something with this idea. And as long as we understand that the types of unlocks we are talking about are small kit changes, I think this could add a fresh dimension of customization to the mod.
Firstly, I we don't want any unlocks to alter the role of the kit it modifies. For example, an unlock that removes an engineer's AT mine and gives him a scoped rifle is, as previously mentioned, basically turning him into a rifleman with a wrench.
I think the easiest way to utilize the unlock system would be to affect only the primary weapon of the kit. For example, the rifleman kit would default to iron sights with the unlock providing a scope. In effect this would condense the current kits from 5 to 4. Some may note that the ammo bag on the iron sights rifleman is different from that on the scoped rifleman. Personally I have been, and still am, opposed to the scoped rifleman getting a bag at all, but this problem can be solved either by having the unlock change the ammo bag as well. Or if that is not possible, simply standardize the ammo bag for both classes.
Medics could be given a choice between carrying an iron sighted rifle or scoped rifle as well, with the argument being that in modern day armed forces most soldiers have the option of purchasing their own personal scopes. Personally I would like to see medics given the option of iron sights or a carbine, which would make them a more valuable CQ combatant for the squad. However my force-senses tell me that the Dev's would disagree on the grounds that medics, being frontline infantry, would not normally be issued carbines. (US Army excepted).
Lastly, Engineers could choose between an iron sighted rifle or a combat shotgun (the latter containing both buckshot rounds for infantry, and sabot rounds for busting doors). This would create a very real choice for engineers as, in urban maps, they would need to weigh the benefits of having a medium range weapon against the utility of opening doors for the squad.
The officer kit should not, I think, receive an unlock, however for those purists out there I would suggest a choice between a scoped rifle or a carbine. This would give the officer the choice of long range or short range specialty. And in this regard I believe it can be argued that most army officers would have somewhat more leeway in acquiring a non-standard weapon than their non-commissioned brethren.
Agreed. Why don't we first find out whether this is in serious consideration, then hammer out the details with Fuzzhead or Rhino?
Re: Unlocks, a new perspective
Posted: 2008-05-17 02:25
by Cyrax-Sektor
DarthDisco wrote:This problem can be solved either by having the unlock change the ammo bag as well. Or if that is not possible . . .
It's possible I think, because the G3 in vanilla gives players nades instead of a GL. Not sure how they managed this however.
Re: Unlocks, a new perspective
Posted: 2008-05-17 08:30
by Maxfragg
that would be possible, yes, but why so complicated, the spawnscreen has enough free places
Re: Unlocks, a new perspective
Posted: 2008-05-17 10:34
by AnRK
Yeah that's what I thought. If there was a need for variations of ROLES (not some representation of soldiers deciding what gun they wanted) and we didn't have enough spawn-screen sots for them, then I'd be up for it. But there's no need.
So if we need different varieties of kits, we don't really need to use the unlock system at the moment.
Re: Unlocks, a new perspective
Posted: 2008-05-17 13:20
by DeltaFart
Guys you all say the M4 isn't as effective at range as the M16, it gets to about the same place as the -16 does, and the 556 appearently is only good out to 600m(as said by a former soldier)
Re: Unlocks, a new perspective
Posted: 2008-05-17 14:39
by Oldirti
I like this idea very much. For medic i would suggest that instead of taking away his defibs,for the scope, you take away his medic bag so he can't be ultimate long range soldier if you know what i'm saying. And for SL don't change anything unless you want to give him a zip line / grappling hook

Re: Unlocks, a new perspective
Posted: 2009-06-13 05:15
by goguapsy
i think that unlocks would kill PR's fun...
Re: Unlocks, a new perspective
Posted: 2009-06-13 05:31
by SkaterCrush
ZaZZo wrote:I really like this idea, especially the varitions for the engineer
Bring back the anti-personel rifleman!
Isn't that hypocritical?
Re: Unlocks, a new perspective
Posted: 2009-06-13 05:53
by ReadMenace
Necroposting is bad.
-REad
Re: Unlocks, a new perspective
Posted: 2009-06-13 14:42
by UncleRob199
I know there's plenty kit slots that can be used, but I personally would prefer using the unlock button to select different kinds of rifleman, medic etc, as looking at two or three slots of the same type of soldier just looks wierd, even with the differences displayed. As in seeing both the 2nd and 3rd slot as 'Rifleman'. Condensing all types of rifleman into one slot using the unlock system would be awesome, look neat and free up slots for other classes. I know that's nitpickingly saying how the select screen should look, but you've pretty much made the best game in the world here, lets make it LOOK good as well.
lol.