Page 1 of 1

Customize weapon loadouts/mods

Posted: 2005-08-12 06:21
by Tonedef
Okay, I manually sifted through the forums to see if I could find anything along these lines and as there where many topics none where confirmed, so I will pose this yet again and hope for a more educated answer as you now have the modtool :) .

Is it possible to be able to customize your load out? As in, every class may have a certain weapons designated for them to choose between (maybe even map bias), i.e. the Support-like class could select between 2 MGs and either some nades or extra ammo.

On top of this is it possible to then modify your weapon...i.e. target designators, nade launchers, aimpoints, better scopes, vertical handles for better recoil? All of which are unlockable per map (or if there is a ranking system put into place, they could be permanent unlocks). This would be good for many reasons, 2 of which would be:

1. The battlefield would become more diversified and squads could become tighter as everyone would have a unique use. In turn bringing a whole team and multiple squads to work together and balance each other in strengths.

2. Competition would grow and battles could end up lasting longer, while also being action packed. A tug-of-war rather than a petty skirmish.

I know that would take a lot of modeling, but the hard work could pay off in a better gameplay experience for us end users :) .

Dev coments are really being looked for here so that these questions will stop being asked ;) .

Posted: 2005-08-12 07:45
by Tom#13
yeah, but realism comes into it, soldiers dont really mod their weapons. But if u were special forces its a different story. the us sf uses the sopmod m4 which is modified to the soldiers needs

Posted: 2005-08-12 17:54
by TerribleOne
Lots of soldiers do mod there weapons just like there entire kit.
I also think the more choice there is the better the overall feel to the game will be.
Personally i would love to see burgens on soldiers that you start out with (or each time you respawn) that gives you extra ammo etc but slower speeds and recovery... That can be dropped during the battlefield. So ou have the choice.
The bergens for an engineer could carry a mortar kit etc but if he drops it then he dont have it etc etc.

Posted: 2005-08-12 19:02
by Eddie Baker
Tonedef wrote:Is it possible to be able to customize your load out? As in, every class may have a certain weapons designated for them to choose between (maybe even map bias), i.e. the Support-like class could select between 2 MGs and either some nades or extra ammo.

On top of this is it possible to then modify your weapon...i.e. target designators, nade launchers, aimpoints, better scopes, vertical handles for better recoil? All of which are unlockable per map (or if there is a ranking system put into place, they could be permanent unlocks)
We want to have different variations of the same weapons (sights, grips, etc.) and new weapons options depending on the class and map (by nation-state / service / unit represented) and using the "unlockable" weapons (which will be changed to realistic/authentic options) to give at least two selectable variations of each class. More can be done with randomizations. So, your loadout will vary. Completely customizing your weapons from a menu probably is not possible, nor is it very realistic in this setting for reasons I will explain below.
Tom#13 wrote:yeah, but realism comes into it, soldiers dont really mod their weapons. But if u were special forces its a different story. the us sf uses the sopmod m4 which is modified to the soldiers needs
Soldiers can and do privately purchase optics (telescopic sights and aimpoint sights) for their service rifles, even the ones without rail interface systems. One Civil Affairs Marine got an ACOG for his M16A2 as a deployment gift from his dad and the thing ended up stopping a bullet for him. Hope he got his dad one Hell of a Father's Day card!

Items like suppressors, grenade launchers and such have to be issued. What ancillary items (suppressors, optics, IR target illuminator, etc.) you are issued for and place on your weapon depend on the mission factors and what items your unit has available. Rank probably isn't a factor unless someone in your unit has juice with the supply chain and can get you the new-issue or needed items faster.

Remember, when you're a soldier in the armed forces, you are issued your weapon and associated components based on what the chain of command deem is necessary to your unit type, unit position and mission requirements (time-of-day, terrain, etc.). Also, you're not just going to be carrying your own individual gear, you're probably going to be carrying ammunition or spare parts for a support weapon (a mortar round, machinegun belt / spare barrel, etc.) or platoon radio. Even your unit position is based on the needs of the Army (Marines, Navy, whatever). Your unit position may be based on your proven capabilities:

"You've consistently shot Expert, here's your squad designated marksman rifle"
"You're the next most senior man in the fire-team and have proven yourself as a competent rifleman, here's your SAW"
"You've demonstrated leadership qualities and proficiency for a few years, here's your fire team and an M203 if you want to carry it, or you can stick it with your senior rifleman and make him your grenadier"

Or, it may just be:
"You're big, here's your machinegun"
"You look like a nerd, here's your platoon radio"
"Nobody else more senior than you wants to carry this, here's your squad medical aid bag and we're sending you to a Combat Lifesaver course"

Special operations forces might get some more leeway, since the operators tend to be more experienced soldiers and their input may be taken under greater consideration, but the operations order and corresponding loadout is is still determined/approved by the platoon leader/commander, detachment commander or team leader with input from his second in command, team sergeant/chief, etc.