What do you want to see in a Realism Mod?
-
Anti-}{ero
- Posts: 159
- Joined: 2004-08-14 15:32
-
Bumlingfool56
- Posts: 87
- Joined: 2004-08-18 18:46
ok another thing i thought of is to have the engineer be able to set up machine gun emplacements. this would make defensive forts to hold a base. i mean someone has to set up the emplacements right. i can't think of any other class to do this. don't know how this would affect gameplay though. maybe to many people would make too many and cause lag don't know sounded good though.

-
Ugly Duck
- Posts: 975
- Joined: 2004-07-26 02:23
IMO a better solution is LMG's that must be deployed(like in DOD or RO). As for AT, it should be up to infantry carrying AT-4s or other light AT weapons to take down tanks. If they cant do it then they should get some heavier support(F15, Challenger, stuff like that). This mean more teamwork as infantry can not do it all. however tanks need weakpoints, not boom your dead weakpoints, but everything has its flaws. IE hatches(read my suggestion) and perisciopes, treads are vulnirable, exhaust/engine areas.
-
Bai Jixu
- Posts: 1
- Joined: 2004-12-15 17:29
Hey, glad to see there is a mod already in progress to add a little more life to this game.
First of all id like to make a quick point. You can make things fairly realistic but at the same time if you go overboard, like only 1 spawn, it (in my opinion) will destroy the mod.
1. InfantryWeapons
a. Iron sights for non-scoped weapons such as M249's or M60's or even M16's without scopes.
b. A switch for Semi-Auto, Burst or Fully Auto firing. (On rifles)
c. Bullet damage to troops - 1 shot in head, instant frag. 2 shots to chest, dead. etc.
d. Stands for MG's with a choice to put it up, or take it down. With this, accuracy would increase significantly if stand was deployed.
e. Anti tank classes should be able to at least disable a tank if not destroy it with 1 or 2 well placed AT missiles.
f. AT classes should only be able to cary 1 or 2 missiles. Not 4 or 5.
g. Missles and bombs need to do significant damage. 1 direct hit should destroy a target... not 4 or 5...
h. You should be able to cook off grenades...
2. Vehicles
a. Bring rapelling in the Uh60's back!
b. Better flying physics such as no more instant takes off's... the rotors must reach a certain speed (say in 10 to 12 seconds instead of 2) before it can take off.
c. First of all there needs to be apaches... And then, Hellfires on apaches should be able to do significant damage if it is a direct impact on the tank. Same goes for the Cobra's if carrying an AT missile.
d. Tanks should have a choice between SABOT and HEAP rounds. (Anti tank or Anti Troop rounds)
e. Little birds!
3. Troops
1. For starters I think the amount of gear you are packing should determine your speed. I mean, your not going to be in a dead run with 100lbs of gear...
2. Being shot in the leg should cause you to limp and be slow.
3. Jumping around like a rabbit should cause your stamina to drop so people dont hop around like idiots all the time.
4. Sounds
a. A lot of people wont agree with this but, the sounds need to be tweaked... they need to be LOUD! =)
Thats my wish list. =)
Good luck to the DEV team. Deciding what should go and what should stay and what should be modified must be a very difficult choice. I salute you!
First of all id like to make a quick point. You can make things fairly realistic but at the same time if you go overboard, like only 1 spawn, it (in my opinion) will destroy the mod.
1. InfantryWeapons
a. Iron sights for non-scoped weapons such as M249's or M60's or even M16's without scopes.
b. A switch for Semi-Auto, Burst or Fully Auto firing. (On rifles)
c. Bullet damage to troops - 1 shot in head, instant frag. 2 shots to chest, dead. etc.
d. Stands for MG's with a choice to put it up, or take it down. With this, accuracy would increase significantly if stand was deployed.
e. Anti tank classes should be able to at least disable a tank if not destroy it with 1 or 2 well placed AT missiles.
f. AT classes should only be able to cary 1 or 2 missiles. Not 4 or 5.
g. Missles and bombs need to do significant damage. 1 direct hit should destroy a target... not 4 or 5...
h. You should be able to cook off grenades...
2. Vehicles
a. Bring rapelling in the Uh60's back!
b. Better flying physics such as no more instant takes off's... the rotors must reach a certain speed (say in 10 to 12 seconds instead of 2) before it can take off.
c. First of all there needs to be apaches... And then, Hellfires on apaches should be able to do significant damage if it is a direct impact on the tank. Same goes for the Cobra's if carrying an AT missile.
d. Tanks should have a choice between SABOT and HEAP rounds. (Anti tank or Anti Troop rounds)
e. Little birds!
3. Troops
1. For starters I think the amount of gear you are packing should determine your speed. I mean, your not going to be in a dead run with 100lbs of gear...
2. Being shot in the leg should cause you to limp and be slow.
3. Jumping around like a rabbit should cause your stamina to drop so people dont hop around like idiots all the time.
4. Sounds
a. A lot of people wont agree with this but, the sounds need to be tweaked... they need to be LOUD! =)
Thats my wish list. =)
Good luck to the DEV team. Deciding what should go and what should stay and what should be modified must be a very difficult choice. I salute you!
-
Ugly Duck
- Posts: 975
- Joined: 2004-07-26 02:23
Apaches and such should use the laser designation system. Gunner has the chin gun and laser, right clicks and holds on target, pilot launches hellfire... BOOM no more tank. With the long view distances this should be less of a problem.
***IDEA***
The kiowa warrior is moddeled. It could just stick its.... hmm.... ball thinger over a hill(co pilot would have the view from the ball thing) and designate a target. Apache pilot launches helo over hill and it then begins tracking target.
***IDEA***
The kiowa warrior is moddeled. It could just stick its.... hmm.... ball thinger over a hill(co pilot would have the view from the ball thing) and designate a target. Apache pilot launches helo over hill and it then begins tracking target.
-
Mind Game
- Posts: 232
- Joined: 2004-11-18 22:31
Don't know if this was mentioned before but..... bleeding. I think that if you get shot in certain areas and dont get to a medic, you should be losing health slowly unless the bleeding stops by itself. If you were shot in the stomach or something you would bleed more and longer than in the leg so it would greatly encourage teamplay if the medic was there to bandage up all those who need it, and if people are afraid that one of their medics is going to get shot up bandaging some trooper, they would have lot's of motive to protect him since he is vital. OOOOOOOOOHHHHHHH JUST HAD A CRAZY IDEA (maybe its going a bit overboard but you never know) If you were a medic, you would have to analyze the wound (look at it normally) and estimate how much morphine or something you will need, what tools (such as scissors ,bandages etc.) you will need to use. And maybe when they choose the correct things there will be a small cinematic (through first person) involving the medic and his patient. Maybe if the medic had no morphine or wahtever and the patient was going crazy, you could have some teamates press a certain key and hold him down. These teamates would also be in the little cinematic. Note that the cinematic should be ONLY when the victim is being healed (or just being more screwed up by the medic) and will include first person view small cinematics of the medic, patient and the troops holding him down. To all other soldiers they might see the cinematic as if it were part of the game and could continue shooting but would not be "part" of the cinematic itself. Well thats my 2 cents. Enjoy.

-
Ugly Duck
- Posts: 975
- Joined: 2004-07-26 02:23
Bleeding yes... when you get hit you should start to bleed no matter what. Depending on where determins how fast. Leg/arm brings you to 3/4's health but you should lose speed/accuracy as well as start bleeding and need a medic. Hit in the chest means you keep speed and acuracy but youve only got 1/4 health and youd be bleeding worse, basicaly a dead man if you dont get a medic. Head shot... your dead.
As for missle damage, if the self designation features is used(it is IRL, it should be here) then the missles should be 1s 1k. THe pilot has to hover there, from the time a target is spotted to the time its dead, he is in a very bad position. THis means hed be better off using it from long range or from cover(breaks in hills/mountains) as in real life. or for CAS youd go in and use hydras and the chin turret. This way either way both members of the helo are doing something, wether targeting a tank or a squad of infantry.
As for missle damage, if the self designation features is used(it is IRL, it should be here) then the missles should be 1s 1k. THe pilot has to hover there, from the time a target is spotted to the time its dead, he is in a very bad position. THis means hed be better off using it from long range or from cover(breaks in hills/mountains) as in real life. or for CAS youd go in and use hydras and the chin turret. This way either way both members of the helo are doing something, wether targeting a tank or a squad of infantry.
-
Mind Game
- Posts: 232
- Joined: 2004-11-18 22:31
-
Ugly Duck
- Posts: 975
- Joined: 2004-07-26 02:23
Yes. If you take a chest hit Id say a minute or 2 to find a medic. As in there you have everything you need to live, stomac, lungs, heart, all that stuff. If you lose them your screwed. Leg/arm should give you a while befre you need to be patched up, like 5 minutes. This need for medical attention and the points gotten for giving it would increase the use of medivac helos and such.
-
slash196
- Posts: 1
- Joined: 2004-12-16 20:10
Frankly, I'd like to see a return of the Iowa-class battleships. Despite the fact that they've been retired for some time, it's possible that in the future the Navy could take them out of mothballs. Battleships are grossly underrated in terms of fire support, and since there are bound to be amphibious landings, a little support from the finest battleships ever made would be quite welcome. Anyway, just my little fantasy.
-
Ugly Duck
- Posts: 975
- Joined: 2004-07-26 02:23
I was talking about hellfires and similar missles.solodude23 wrote:Depends on the type of missile.Ugly Duck wrote: As for missle damage, if the self designation features is used(it is IRL, it should be here) then the missles should be 1s 1k. THe pilot has to hover there, from the time a target is spotted to the time its dead, he is in a very bad position. THis means hed be better off using it from long range or from cover(breaks in hills/mountains) as in real life. or for CAS youd go in and use hydras and the chin turret. This way either way both members of the helo are doing something, wether targeting a tank or a squad of infantry.


