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Class restriction of vanilla BF2

Posted: 2006-01-31 23:57
by beta
Basically, we need more than 8 (I think?) classes, this is why I think the forum should seriously think about a pickupable class option (assuming it's still possible in BF2). That way, you can make as many classes as you want!

ie:
Rifleman
LMG Gunner
Grenadier
Squad Leader
Light AT soldier (LAWs)
Heavy AT soldier (Javelins)
HMG Gunner
Combat Engineer
Combat Medic
Designated Marksman
Sniper
Mortar Crew
Air vehicle Pilot
Ground vehicle Pilot
Artillery Crew
Platoon Leader
Combat Air Controller (Laser Designator)
etc.

Right there, off the top of my head, I made up 17 classes (more than double what vanilla BF2 supports)

I could see doubling that too.


Now I know people think that this will lead to rampant team killing because Jonny Joe wants Bobby Barnes' kit. This is why I made this thread, so the community could put forth their ideas on how to make this work (if you want it at all)


At the "main" spawn, there would be a "barracks" type building where the soldier spawn in to get outfitted, (could make it more realistic, think of some ideas) there would be kits (on the ground, a shelf, lockers, whatever) that you pick up, or you can keep your starting kit (the basic rifleman).

This idea would work well with a limited spawning system (where you can't spawn at every CP) because if you wanted a more "advanced" kit, you would have to spawn at your main to get one.

Trying to implement kit restrictions is a tough one.

So I ask the community for some ideas on how to make it work (in the realm of pickupable kits, if you please :) )

As for right now, I think making an infinite supply of the kits at the main base is an easy solution.


Your thoughts?

Posted: 2006-01-31 23:58
by beta
Broke this into two posts because it was far too long :)


Now if you will, imagine this scenario:

A squad of infantry spawns at the main base, they kit up, get some LMGs, some AT, and a few Medics. Since the main base is a good walk from the "action", they immeadiately go for an APC, wait a minute, they can't get in, the SL goes back and grabs a ground vehicle pilot kit and drives the squad to the first CP. With their "uber" squad (as squads are currently in PRMM), they easily capture the CP, unfortunately, the medics are killed, and no one grabbed their kits, oh well, they spawned back on the SL.

Now they must defend their CP. An enemy APC is spotted, but the SL's APC is hit, and he must bail out, the AT soldier got a bit too brave and got shot in the head. Now the grim reality dons on the squad, they are a long ways from the main base, all of their squad members have no effective means of destroying enemy armour, the AT soldier that died spawned back at base, and re-grabbed his AT kit, but he has to walk to the CP because he can't drive the MBT that is there.

The valiant squad is mercilessly slaughter by the enemy APC. Why?

They were playing PRMM like it was vanilla BF2.

Posted: 2006-02-01 00:15
by BrokenArrow
Well, if you think about it, BF2 supports 16 kits, should PR choose to utilize the unlockable slots. After that there are pickup kits. I support a redone class systemas it would be more authentic than what there is currently.

Posted: 2006-02-01 00:35
by beta
I guess it does, and if the European expansion pack adds more unlocks, it could support more kits ...

Still though, I can't think of an easy way of making the player unable to spawn on the SL with "higher end" kits without lots of trouble.

Posted: 2006-02-02 08:50
by Kos'aaK
I'm for more alternatives, but let them be of equal use ingame! I guess this walks hand in hand with balanced maps..

Posted: 2006-02-02 09:54
by Sgt. Jarvis
Hmm, I think a more simplistic class system than that would be nice. As of yet, I believe noone has done a server side python script that forces a top number of a kit that people can choose. Like you know, you would have your M16s with the riflemen etc, support weapons. Man I'm sorry just took some sleeping pills and can't think/talk. But I don't wait to see the medic in this mod at all...Same for magic fixing vehicles.

Posted: 2006-02-02 10:24
by Kos'aaK
How about restricting some vehicle classes for some kits? Maybe a way of balancing issues. I mean, not everybody can fly a Harrier, right?