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Kit Requests for Un-limited (i.e. standard) Kits

Posted: 2007-02-20 02:22
by Sandy_Beret
I was wondering if it may be a possibility for a future installment to include
the possibility for requesting un-limited kits from rally points, apcs, etc.

Like - medic, grenadier, etc.

The rationale being not everyone needs or wants to play the new limited kits
and there are circumstances in-mission where a change in role is necessary so requesting an engineer kit may be salient for a grenadier, for i.e. Medic kits are always at a premium, rifleman kits can resupply or claymore version is handy, blah and blah and so on. I understand purists may have a problem with the notion as realistically your soldier is trained for the one role, mainly, but for i.e. as in RL SF several roles are trained on any one individual to deal with all contingencies (multiple redundancy). Anyway, it is possible to request limited kits with widely varying purposes and roles, now - in 0.5.

I wouldn't want to overload the interface or the scripting requirements, but...
as people can't *SWAP* kits (which itself would be v. handy)...
picking up kits from dead soldiers is not a reliable technique (ever got an empty weapon and no ammo ?).

Just an idea.

Posted: 2007-02-20 02:31
by Smash-Crunch
There are some disadvantages.

Such as, you shoot a rifleman, who runs back to his flag, and requests medic to heal up. Then he proceeds to kill you, when you think he's injured and hiding.

Posted: 2007-02-20 02:40
by BetterDeadThanRed
One word: overcomplication

Posted: 2007-02-20 03:12
by PlayPR!
Not really, the devs could make a Unlimited requestable kit called Swap or something to that like. When you grab the kit you get forced into the "zombie" bug and have no weapons. Then that leaves the other person to grab your kit while you then grab his. Then when thats done you just leave the "Swap" kit on the ground and let it disapear.

My 2 Cents.

Posted: 2007-02-20 03:17
by RikiRude
I have actually been thinking the samething. But, I think we might be going a totally different route anyways (everyone spawns in as a rifleman and all kits must be reqested, so we can limit the number of medics/spec ops and so on in a squad.)

Posted: 2007-02-20 05:49
by NavalLord
'[R-DEV wrote:Riki_Rude_BTYC']I have actually been thinking the samething. But, I think we might be going a totally different route anyways (everyone spawns in as a rifleman and all kits must be reqested, so we can limit the number of medics/spec ops and so on in a squad.)
I don't like that idea at all. It's much better to just have it the way it is. Since the majority of people spawn as a rifleman anyways.

Posted: 2007-05-22 22:22
by l|Bubba|l
Yay, the searchbutton works. :D
Had the same idea like Sandy_Beret.

To keep this suggestion in mind.
Are there current any thoughts from the devs to implement this?

Maybe only the rifleman as the backbone of the ground infanty.

Posted: 2007-05-22 22:29
by Smitty4212
'[R-DEV wrote:RikiRude']I have actually been thinking the samething. But, I think we might be going a totally different route anyways (everyone spawns in as a rifleman and all kits must be reqested, so we can limit the number of medics/spec ops and so on in a squad.)
I like this. The rifleman is the core of the infantry, and yet it's not uncommon to see all but one or two rifleman on the field in game these days. I know when all rifleman have scopes it won't be as much of an issue, but even still. You should start rifleman and work from there.

Would open up new gameplay possibilities.. i.e., no squad leaders who are wounded saying "oh just spawn in medic", etc.

Posted: 2007-05-22 22:33
by daranz
Come .9, we're gonna have to argue with the grumpy QM just to get our rifle... Or worse, boots.

Posted: 2007-05-23 00:12
by workingrobbie
'[R-DEV wrote:RikiRude']I have actually been thinking the samething. But, I think we might be going a totally different route anyways (everyone spawns in as a rifleman and all kits must be reqested, so we can limit the number of medics/spec ops and so on in a squad.)
Good idea. After all in a 'real' squad how many medics are there? Would I be correct in saying one (I've never served in the military)?
How many designated marksmen are there? Definitely no more then one.
If we could limit the number of kits on a squad level, that would definitely be good. It's annoying when I see one squad with 2 marksmen, a support and a sniper in it.

Posted: 2007-05-23 00:58
by Expendable Grunt
Zombie bug?

To the OP: i.e. stands for id eth. It's Latin for "That is...", used in the context: I didn't mean to do it, that is I was out of control.

Posted: 2007-05-23 01:22
by Smitty4212
I.e. stands for "id est". Est from sum, es, est, sumus, estis, sunt.

5 years of latin for the win.

Posted: 2007-05-23 01:31
by Jackoboy
'[R-DEV wrote:RikiRude']I have actually been thinking the samething. But, I think we might be going a totally different route anyways (everyone spawns in as a rifleman and all kits must be reqested, so we can limit the number of medics/spec ops and so on in a squad.)

see, now, you could fix another porblem with this if you follow through. ever hear players whining about the models of the classes and how htey look? (medics being white, rifleman being black and so on) you could have different looking riflemen so that people can control how they look ingame.

Posted: 2007-05-23 03:52
by Expendable Grunt
Smitty4212 wrote:I.e. stands for "id est". Est from sum, es, est, sumus, estis, sunt.

5 years of latin for the win.

Whoops my bad, mispell...

Posted: 2007-05-23 06:57
by causticbeat
Bad idea, totally removes the aspect of squad organization if everyone can change kits willy nilly. Maybe if they can only be requested from a supply crate, but thats too complicated.

I think the new (.6) system is ideal as far as kit req's go

Posted: 2007-05-23 13:20
by Gaz
heh, the beginning of a PR map now reminds me of CS at the start of the round.

Posted: 2007-05-23 13:30
by BlackwaterEddie
And thats definately not a good thing.

Posted: 2007-05-28 21:57
by l|Bubba|l
causticbeat wrote:Bad idea, totally removes the aspect of squad organization if everyone can change kits willy nilly. Maybe if they can only be requested from a supply crate, but thats too complicated.

I think the new (.6) system is ideal as far as kit req's go
I don't see a problem in this.

First, there is a Kit request delay.

Secondly, it's not like you can request kits everywhere on the map.

Thirdly , why should some who could get back to his RP only get limited kits? I thought PR want more rifleman on the battlefield.

Fourthly, PR want that you stay alive.
And to punish someone who stay alive in the way of prohibit the standard kits after he chose a limited kit is against the PR game mechanic.

Fifthly, squad tasks changing.

Posted: 2007-05-29 16:02
by AnRK
Sixthly - How many soldiers do you know that that are trained to be field medics, sharpshooters and how to repair a tank?

The PELA are playing hills of hymong however that may be spelt in the nest 2 weeks and it's going to be an orgy of GLs H/L-AT and handgrenades. I don't see when a company would ever have the capacity to orcastrate a battle in such a way as we are going to end up having to soon. Anything but Riflemen should be limited in my opinion.

I was checking out Fogotten Hope 2 today and they seem to have a system where things are limited but are limited in the kit selection screen. So you can't spawn in as Support for example if there are too many on your team. Perhaps this could be eventually applied to squads? So you'd have 3 levels of kit something like;

1. Unlimited, can spawn in anytime without restriction (I'd like to see that maybe just be riflemen but that's not up to me obviously)

2. Can spawn in but are limited via the kit selection screen as opposed to through the Quatermaster (Grenadiers, L-AT etc)

3. Kits from RPs and Flags (for more specialised kit; Sniper, Marksman etc)

Posted: 2007-05-29 16:10
by ZaZZo
Me :p
Sometimes it sounds like a good idea others not, f.ex. someone running back and requesting medic kit after he got shot and returns to battle.
Though with .6 this will be fixed.
Well I think it would be too complicated.