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get a weapon at spawn?
Posted: 2007-10-25 12:47
by arjan
Couldnt find it on allready suggested..
_______________________________________
My idea was as followd:
- choose youre standard kit (without main weapon)
- walk to an munition depot
- get in the depot building and get to the munition room,
you see weapon holders, with:
US.
m4's scoped or unscoped
m16's scoped or unscoped
pick ups
GB.
L85A1's scoped or unscoped
m4's scoped
pick ups
CH.
QBZ scoped or unscoped
pick ups
MEC.
G3 scoped or unscoped
pick ups
Mil.
SKS
PPSH
BIZON
AK47
pick ups
INS.
AK47
Saiga 12k
pick ups
you can pick one of those in the depot and you can move on with youre kit and choosed main weapon
http://www.secureit-usa.com/images/weapon-cab4md.jpg
http://www.secureit-usa.com/images/weapon-cab3md.jpg
http://www.datalinksales.com/prod_imgs/ ... _after.jpg
Posted: 2007-10-25 12:50
by MikeDude
hmm good idea but don't you think it would change too mutch. and people will all have the same weapons.
Posted: 2007-10-25 12:55
by arjan
mikeyboyz wrote:hmm good idea but don't you think it would change too mutch. and people will all have the same weapons.
I dont think so..
becouse: one weapon is for CQB the other for middle distance, the other for long range
its just what type of player you are and what you choose,.and what type of map it is. and if this impleted everybody isnt only rifleman with the mighty G3, thats what i think

Arjan
Posted: 2007-10-25 12:57
by gazzthompson
arjan wrote:I dont think so..
becouse: one weapon is for CQB the other for middle distance, the other for long range
its just what type of player you are and what you choose,.. and if this impleted everybody isnt only rifleman with the mighty G3, thats what i think

Arjan
but if u want a CQB just chose it in weapon screen or long range just choose rifleman ?
Posted: 2007-10-25 12:59
by Doc_Frank
This would work if we wouldn't die on maps. But since there are forward spawning in BF - which would be a real breakthrough in acual military technology - this might end up with scrambling around the weapons holder and a couple TKs issued out.
Posted: 2007-10-25 13:20
by arjan
gazzthompson wrote:but if u want a CQB just chose it in weapon screen or long range just choose rifleman ?
Its that you can specialize youre kit.. for long middle and close range.

and i think more people want to play roles like engineer and medic if this is maybe impleted
and Jonny
maybe the kit racks should be splitted up so you get a few racks for different kits
(medic rack \engineer rack \rifleman rack \spec op rack )
And the guns respawn after pick up.. so their wuldnt be TK's for kits
the devs can bring their on thought with it.. so they could deside what medics can get . maybe only an m16 scoped or unscoped

arjan
Posted: 2007-10-25 13:23
by bosco_
Imho, the work needed to make this happen would be in no relation to the actual effect it has on the gameplay.
Posted: 2007-10-25 13:38
by arjan
Oh yeah.. sorry i didnt thought
Wuld be awesome to have unlock
Posted: 2007-10-25 13:48
by Heliocentric
spawn on your squad leader... stuck with a knife unless you can kill someone and take their kit?
Posted: 2007-10-25 13:53
by Dan UK
good idea, it would be good to pick up weapons with camo on them like the desert m4 in the cabinet

Posted: 2007-10-25 13:58
by nedlands1
Personally I think the squad leader should be able to forcibly assign kits to his/her squaddies. The player could be allowed a choice from several weapon sets on the spawn selection screen(eg M16 with shoulder strap or without) and when they spawn they would spawn with their choice of weapon with the role their SL assigned for them. For such tasks as DRM or SAW gunner the initial choice of weapon would be bypassed. For extra special kits such as the sniper kit or H-AT, the SL would take the subservient position the squaddies once had and would have to request the kit and get the commander to accept.
Posted: 2007-10-25 15:02
by Masaq
nedlands1 wrote:Personally I think the squad leader should be able to forcibly assign kits to his/her squaddies. The player could be allowed a choice from several weapon sets on the spawn selection screen(eg M16 with shoulder strap or without) and when they spawn they would spawn with their choice of weapon with the role their SL assigned for them. For such tasks as DRM or SAW gunner the initial choice of weapon would be bypassed. For extra special kits such as the sniper kit or H-AT, the SL would take the subservient position the squaddies once had and would have to request the kit and get the commander to accept.
And what if you're a natural medic, patient and careful and always willing to smoke and get your squadmates back up again - and always play that kit when you're in an infantry squad; and then you find that the only squad with a slot when you join your favourite server has a squad leader who *insists* that you play as LAT or Support? Your squad looses out because someone not as skilled as medic is doing the role, and you loose out because you're not doing something you're comfortable or enjoying doing.
Ultimately it's a game, not a real military simulator. If people feel they're loosing the ability to choose how they want to have fun, they won't play.
Posted: 2007-10-25 15:27
by nedlands1
[R-MOD]Masaq wrote:And what if you're a natural medic, patient and careful and always willing to smoke and get your squadmates back up again - and always play that kit when you're in an infantry squad; and then you find that the only squad with a slot when you join your favourite server has a squad leader who *insists* that you play as LAT or Support? Your squad looses out because someone not as skilled as medic is doing the role, and you loose out because you're not doing something you're comfortable or enjoying doing.
Ultimately it's a game, not a real military simulator. If people feel they're loosing the ability to choose how they want to have fun, they won't play.
I tried the smoke thing once or twice. Your patient is either dead by the time the smoke cloud has properly formed or you are shot while running through your cloud.
If you don't like something you are free go elsewhere. Perhaps even form your own squad or come to the realisation that the people in your squad are content with how their SL is allocating resources or that the SL is actually doing a good job, hence the reason why they stay. Many people are fairly content, when their very precious sniper rifle and semi-precious DMR are taken, with another kit(spec ops *splutter* *cough* *cough*). Is it too much to do so yourself once in awhile?
Maybe the squad leader has some inkling of what is required on the ground at that time? eg Choice: get my underling to spawn L-AT to take out that APC or let them go medic and help revive the dead so they can be shot through the smoke AGAIN

. Would it not be possible to politely ask the SL to be allocated the position of medic or sort out some arrangement with the current medic?
Isn't one's fun dependent mostly on the others playing? If I want to play chess and can do so, I don't play by myself. My fun is dependent on having an opponent. In the aforementioned scenario, my squaddies will surely enjoy the sensation of being repetitively cut down by fire just so I can practice those 'leet instaprone revives.

What I am saying is that for teamwork to work and be fun, people have to take a little from themselves to give a little and improve the overall experience.
Posted: 2007-10-25 15:33
by Maxfragg
i think unlocks would be the best way, or simply different spawn kits since there is a lot room, since so much kits are no spawnkits anymore.
so i simply suggest to have spawnkit list like that:
Rifleman - scoped (no ammo bag)
Rifleman - Reddot (ammo bag)
Engineer - Assault Rifle
Engineer - Shotgun
Medic - Reddot (no grenades)
Medic - Ironsights (2 grenades)
Posted: 2007-10-25 15:36
by WNxLT7
How about you spawn in as a normal soldier/marine. No body armor, standard rifle(no optics), 2x grenade, and a field dressing. Then you could go to the weapons crate/rack and select your kit. Medic, rifleman, MG, grenadier, AT, etc... What do you think?
Posted: 2007-10-25 15:37
by nedlands1
Maxfragg wrote:i think unlocks would be the best way, or simply different spawn kits since there is a lot room, since so much kits are no spawnkits anymore.
so i simply suggest to have spawnkit list like that:
Rifleman - scoped (no ammo bag)
Rifleman - Reddot (ammo bag)
Engineer - Assault Rifle
Engineer - Shotgun
Medic - Reddot (no grenades)
Medic - Ironsights (2 grenades)
Simple is always(mostly) good. I particularly like the trade-offs you get within classes.
Posted: 2007-10-25 15:38
by Warmagi
Maxfragg wrote:i think unlocks would be the best way, or simply different spawn kits since there is a lot room, since so much kits are no spawnkits anymore.
so i simply suggest to have spawnkit list like that:
Rifleman - scoped (no ammo bag)
Rifleman - Reddot (ammo bag)
Engineer - Assault Rifle
Engineer - Shotgun
Medic - Reddot (no grenades)
Medic - Ironsights (2 grenades)
I like that as an idea. It would need some tweaks, but idea is great.