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If you could change one thing in PRRM what would it be?

Posted: 2006-01-11 03:41
by lonelyjew
I realize that this whole forum is suggestions, but I feel this thread could illustrate best what people think needs fixing in prrm.

I personally believe that the m24 needs have dramatic changes in accuracy. I'm I'm sure it's just a bug, but this bug eliminates the class for USMC completely because nobody wants to use a shotgun with a scope that shoots one pellet. I do love the sound it makes when fire though.

Posted: 2006-01-11 03:54
by DangChang
Limit the medic defib...although it's already been suggested.

Posted: 2006-01-11 04:00
by beta
Hard to just pick one thing ... but

I would have to say the general game structure ... make the game more focused on something else besides killing enemies and taking flags.

Try something new, like DC Weapons Bunkers, or Battle of Britain, except have that WITH the flags.

For example, if you are attacking a power station, how about have some actual objectives? Bomb these buildings, plant C4 on these generators (in a basement of course), make it interesting.

I think the BF series is a good idea, its just not fleshed out enough, sure it's fun to spawn at a CP and kill, kill, kill until the next CP for a while, but eventually I'd like something to actually do.

Imagine a battle like Gulf of Oman, first, you start off on the carrier, except, you can't take the flags on the beach until the enemy SAM sites are down and the beach defenses are destroyed. You can kill these any way your commander sees fit; air strikes, spec ops teams, all out assualt, whatever, but in order to advance you MUST complete these objectives, then the flags are open for a fight. You proceed on to an urban setting where its a sector control war, and you have to take enemy CPs and find their "Forward HQ" or whatever, then you can make a final push to your primary objective, the airstrip.

Finally, you could "link" maps together, ie: you play a Gulf of Oman-style map, if US gets the airstrip, you play this type of map, if US fail their objective you play this type. Make a semi-dynamic campaign (choosing the maps would be done by a live admin or a clever script) so after a 4 hour gaming session it feels like you did something.

That's the kind of gameplay I think would be interesting ...


Perhaps a little to lofty of a goal for a mere mod ... but you never know they might surprise us 8-)

Posted: 2006-01-11 04:22
by NikovK
Make U.S.M.C. and OPFOR weapons have the same "aim recover from movement" rates, or very close rates based on weapon weight.

While I'm at it, give the RPK the same basic bullet deviation as the 7.62 machine gun on the tanks. Take that, SAWs.

Posted: 2006-01-11 04:43
by Harven
A west coast clan is all I ask :D

Posted: 2006-01-11 04:47
by eggman
I would LOVE to see objective based play. By that I mean game modes designed around the idea that taking flags is purley just an activity in support of achieving objectives.

So destroying the eneny artillery might be an objective, possibly 1 of 2 or 3.

I like some of the stuff in SF where there are buttons you can press to operate elevators and such... perhaps some way of incorporating that kind of mechanics into objective based play (eg: have to launch a missile, which is done by pressing a button).

Oh and uh..... custom maps hehe. Really jaded on the vanilla BF2 maps.

egg

Weapons

Posted: 2006-01-11 09:09
by Hitperson
reskin the standard weapons of BF2

Posted: 2006-01-11 09:28
by dawdler
Not sure I want so much changed, as opposed to added, hehe.

One change I'd like to see very much is simply more freedom of choice. I dont know how realistic a soldier with body armor, smokers, flashbangs and a shotgun is, but I still want that (aka a real CQB variant of the assault).

Posted: 2006-01-13 00:12
by F.N.G.
Balanced kits, like the ones in NikovKs thread. That is all.

Posted: 2006-01-13 00:28
by Tom#13
totally agree with eggman, id really liketo see objective based play

Posted: 2006-01-13 21:23
by veubiah
Just a bit of feedback for those interested. We had an open session on our server the other week and a fair number of locals tried the mod out. The second session this week unfortunately attracted only a handful of players. Many of those that had tried it out considered the elimination of all feedback regarding health/damage to be a bit overboard, maintaining that in real life vehicle systems have warnings etc and soldiers can actually see and feel injuries. Sadly they voted with their feet.

Posted: 2006-01-13 23:27
by cap`canabis
i agree with beta and eggman. making new objectives besides capturing flags, would make for a more dynamic style of gameplay... great suggestions. great mod!

Posted: 2006-01-13 23:29
by F.N.G.
The vehicles do have warning systems in them. And just realize that if you get shot once, and aren't bleeding, that the next shot will be fatal. It's not that hard. People have gotten spoiled. I do think you should slow down as you get injured. That would be a good health meter. If you are just barely limping along, then you know that you are about dead. :-)