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Unlocks, a new perspective
Posted: 2008-05-16 13:07
by DeltaFart
I searched unlocks and the last one I found was almost a year old so I though that with the current version we could have a slight resuggestion with the kits.
Instead of a completely new weapon for unlocks, give them the alternate version. IE:
Scoped Rifle and Open Sight Rifle
Default is the current kit, maybe minus the ammo pack like in .7
The unlock icon will give you the open sight rifle plus the ammo pack.
Medic:
Default is the current kit
Unlock could be a scoped rifle, minus the defrib, because this medic is more of a first responder, and just has a medic bag and bandages, to simulate a more front line soldier instead of support. like I pointed out the trade off is he can't help the critically wounded.
Engineer:
Default kit is the one now
Unlock would be scoped rifle with maybe anti personnel mines instead of AT, and not so much explosives/ no shotgun (this is just an idea that Im thinking of in school, don't have kits sitting in front of me atm
Officer:
Default is current one minus something possibly, maybe the pistol or something for trade off or extra bandages
Alternate is unscoped with something added to give a pro for it to go against the con of the lack of scope.
Just an idea, since NaW currently has unlocks without need to level up like in BF2. Just think this could add to the gameplay with variety and different situations
Re: Unlocks, a new perspective
Posted: 2008-05-16 13:37
by Tirak
I very much like the idea for changes to the medic
The Engineer only as one C4 and one AT Mine, so taking away his explosives kind of changes him into a Rifleman Optics with a wrench.
Officer Kit IMHO shouldn't be touched, although if you really want to, take away his frags for the Optics, and give them back for Ironsights.
All in all, I like this idea, but then again, I'm no modder, I have no idea how much extra work this would be for the Dev Team, so if it's a choice between this and more maps/vehicles ect. I would choose the latter.
Re: Unlocks, a new perspective
Posted: 2008-05-16 13:38
by Maxfragg
actually since we now use 4 of 7 spawnmenu places no unlocks would be required for that, but i support those variants apart form the officer one, does not make that much sence for me, the other 2 are fine and where in similar way promoted by me before
Re: Unlocks, a new perspective
Posted: 2008-05-16 14:15
by Smegburt_funkledink
Nice idea. The more variation there is, the better! (as long as realistic)
There's been a few debates about spec'ops with parachute or grappeling hook. Maybe this idea could give the choice in-game?
Re: Unlocks, a new perspective
Posted: 2008-05-16 16:15
by Scot
I personally like the kit system as it is, and IRL which this mod is based on, you get given what you get given, you dont get 'unlocks' for doing good things lol. IMO this makes the game to arcadey and like Quake, which i hated.
Re: Unlocks, a new perspective
Posted: 2008-05-16 17:01
by 00SoldierofFortune00
TheScot666 wrote:I personally like the kit system as it is, and IRL which this mod is based on, you get given what you get given, you dont get 'unlocks' for doing good things lol. IMO this makes the game to arcadey and like Quake, which i hated.
^^^^^^^^^^^^^
You already have a two kinds of Rifleman kits, so that should be enough.
Re: Unlocks, a new perspective
Posted: 2008-05-16 17:35
by ostupidman
I can see this being a good idea. After all in RL every soldier that goes out is not a copy of all the others. Soldiers buy their own optics they prioritize what gear they want to bring and what they want to leave. They have some discretion in what they want to bring, within certain bounds.
Re: Unlocks, a new perspective
Posted: 2008-05-16 17:42
by AnRK
TheScot666 wrote:I personally like the kit system as it is, and IRL which this mod is based on, you get given what you get given, you dont get 'unlocks' for doing good things lol. IMO this makes the game to arcadey and like Quake, which i hated.
He's no suggesting having to earn these kits, just using the system for variations to them.
It's been suggested loads of times before, I kinda like the idea for having different kinds of medics and engineers, but don't think it should go any further then that. There's room on the spawn screen to have different classes for these roles however.
Re: Unlocks, a new perspective
Posted: 2008-05-16 17:55
by ZaZZo
I really like this idea, especially the varitions for the engineer
Bring back the anti-personel rifleman!
Re: Unlocks, a new perspective
Posted: 2008-05-16 22:33
by Sabre_tooth_tigger
How does the NAW unlock system work? They seem to have a stats scoreboard on their website
I think it'd be nice to have it so theres a base spawn kit, then you have a requestable 'unlock' medic kit which is slightly more enhanced. You only have the ability to request the 'unlock' kit 5 minutes after gaining another positive 20 points during that spawn.
So the cost of the unlock would be playing properly for 5 minutes without dying
http://nawmod.com/screenshots/albums/us ... mal_aa.jpg
http://nawmod.com/screenshots/albums/us ... l_nato.jpg
Love the aug nade launcher gun, never seen that before, from the ef mod?
They have an A team van, a submarine with periscope cabin ala bmp and cluster bomb models - nifty
http://www.nawmod.com/index.php?option= ... r&Itemid=8
Re: Unlocks, a new perspective
Posted: 2008-05-16 22:43
by Scot
^sums up what i think of unlocks. IRL, at least in the Britis army, you all get the same weapon, the most variation being a UGL or a weapons attachement given to you. You don't buy them. The most you would buy is a pair of binos or clothing.
Re: Unlocks, a new perspective
Posted: 2008-05-16 22:51
by ostupidman
That may be true for the British army but I know alot of marines got their own weapon accesories. My best friend got a red dot for his, a guy in his fireteam got a c-mag for his m16a4, another painted his rifle, one bought an acog.
Re: Unlocks, a new perspective
Posted: 2008-05-16 22:52
by Conman51
more variation would be nice..but only to a certain extent
Re: Unlocks, a new perspective
Posted: 2008-05-16 23:16
by 00SoldierofFortune00
ostupidman wrote:That may be true for the British army but I know alot of marines got their own weapon accesories. My best friend got a red dot for his, a guy in his fireteam got a c-mag for his m16a4, another painted his rifle, one bought an acog.
I kind of doubt the "painting" one because it is technically not his weapon, it is the governments, but I know a guy who brought some extra magazine pouches and a 40 round magazine and a drop pouch because we aren't issued any of that, but those are changes that wouldn't really change anything ingame or is really needed. Having an Acog is one thing, but customizing smoke, frags, weapons, etc. isn't really needed, especially frags.
Re: Unlocks, a new perspective
Posted: 2008-05-16 23:17
by ostupidman
Either he painted it or he got a custom buttstock and forgrip cause they were tan.
Re: Unlocks, a new perspective
Posted: 2008-05-16 23:24
by 00SoldierofFortune00
ostupidman wrote:Either he painted it or he got a custom buttstock and forgrip cause they were tan.
Yea, they sell those in tan and green for the M4, but I have never seen a green or brown buttstock for sale or anywhere.
Re: Unlocks, a new perspective
Posted: 2008-05-16 23:48
by gclark03
It could represent the different equipment soldiers are issued for different tasks, but that only reasonably covers the weapons - supplemental equipment isn't chosen from some storehouse by the average grunt, you know. From what I hear, however, American special forces/Marine Recon have a bit more jurisdiction over the gear they bring into battle. I can't speak for the rest of the world, though.
This would work for VERY minor kit changes, such as scope vs. aimpoint vs. no scope at all, but nothing like customizing the number of grenades.
Another idea: can we modify the game to use teamwork points to determine the availability of certain limited kits? Using the Officer kit restriction code for the spawn screen, we might be able to limit certain kit 'unlocks' (i.e. scoped medic, MEC rifleman w/5.56mm) to those with a certain number of teamwork points.
Re: Unlocks, a new perspective
Posted: 2008-05-17 00:14
by DeltaFart
gclark03 wrote:It could represent the different equipment soldiers are issued for different tasks, but that only reasonably covers the weapons - supplemental equipment isn't chosen from some storehouse by the average grunt, you know. From what I hear, however, American special forces/Marine Recon have a bit more jurisdiction over the gear they bring into battle. I can't speak for the rest of the world, though.
This would work for VERY minor kit changes, such as scope vs. aimpoint vs. no scope at all, but nothing like customizing the number of grenades.
Another idea: can we modify the game to use teamwork points to determine the availability of certain limited kits? Using the Officer kit restriction code for the spawn screen, we might be able to limit certain kit 'unlocks' (i.e. scoped medic, MEC rifleman w/5.56mm) to those with a certain number of teamwork points.
This is really what I was thinking about