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Mission critical roles

Posted: 2008-07-29 07:41
by -dEpRaVe-
I am, along with the majority of PR players, eagerly awaiting the next release of PR, but in the meantime I do have a suggestion.

I don't know if this has yet been suggested, but the whole swapping kits thing is a bit unrealistic. For example, if I'm a sniper on, say, Jabal al-Burj and I hit an enemy squad's medic and he goes down. What will happen most of the time is someone else swaps the medic kit with his own, quickly revives the medic (who picks up whatever kit the other person had) and their roles are effectively reversed and it's as if the squad never lost the medic at all and I wasted a perfectly good bullet. And that's where I think its unrealistic; a field medic has the specialized training needed to patch up wounded soldiers and being able to infuse the average-joe riflemen with all of the necessary experience needed when he simply picks up a pack of defibullators is a tad ridiculous.

As a matter of fact, the same could be said of almost all specialty kits; shouldn't there be at least some sort of penalty for picking up a HAT system when your soldier has never fired one in the field before? (This ESPECIALLY concerns the roles of snipers and spec-ops kits) I'm not sure if weapons familiarization covers thing like H/L AT and grenadier roles, but even if there is, shouldn't there be some sort of penalty involved when operating a weapons system you don't specialize in? However, the bulk of my argument remains with the whole medic kit-swapping problem. Basically the only way to cripple a squad is to take out the SL before he sets a rally or if he has, go rally hunting the good old fashioned way.

Thoughts? Sorry if it's a bit long.

Re: Mission critical roles

Posted: 2008-07-29 07:45
by Fluffywuffy
Agree with medic part. Nothing else.

Re: Mission critical roles

Posted: 2008-07-29 08:02
by arjan
medic kit limited to 2 per squad and have them dissapear quiker than other kits? :) probaly not but just a idea

Re: Mission critical roles

Posted: 2008-07-29 11:27
by Laki
mabye when you pick up the mdic kit you have zero ammo for the defibrillator, so that you can't revive until you get ammo. You should get all other ammo with the kit (rifle ammo, smoke granades, etc.).

Re: Mission critical roles

Posted: 2008-07-29 11:50
by Smegburt_funkledink
I had an idea a while back...

https://www.realitymod.com/forum/f18-pr ... -kits.html

Not sure if it'd work tho.

Re: Mission critical roles

Posted: 2008-07-29 13:03
by x.trEm*e
yes good idea


maybe also add some kind of server statistics that are server side saved, and you can display readouts of them for you in the scoreboard...

this stats should for example be organized like, you need a mins of 200 kills with the marksman kit, to get marksman qualification, and marksman rank is displayed, and only after that you can request sniper kit for example?
and you need say 100 kills as rifleman to get rifleman qualification
and be able to use and request marksman kit
the same lets say for medic with 25 revives and 25 heals and request qualified medic to get more bandages or smoke grenades, and you are denied to use/pickup qualified medic when you dont have that qualification
and also lets say you need at least 100 kills for example for rifleman, to be able to pickup any kits
and so on
this would give the ppl certain qualifications and ppl will specialize for 2 roles for example and not grab the sniper or HAT kits everytime...

just the question of setting the engine up to work with this statistics

what do you think about it?

Re: Mission critical roles

Posted: 2008-07-29 13:06
by M.Warren
I agree deprave.

I actually was going to make a post about this at some point in the near future. But you took the words out of my mouth. I find it quite annoying that friendly units can pick up any kit specialized kit and immediately use it like they had it all along.

I feel specialized kits should have a penalty or a negative impact on friendly units swapping these out. Only thing I can think of is there being a message stating "You are not authorized to use this kit." and will kill the player in 10 seconds if not put down. Then upon the 2nd time it's picked up by a player it instantly kills the player for attempting to cycle the kit.

Specialized kits (Penalties):
  1. Anti-Aircraft
  2. Heavy Anti-Tank
  3. Medic
  4. Sniper
  5. Spec Ops
Standard kits (No Penalties):
  1. Automatic Rifleman
  2. Crewman *
  3. Engineer
  4. Grenadier
  5. Light Anti-Tank
  6. Marksman
  7. Officer
  8. Pilot *
  9. Rifleman
* - Although I've never seen issues being created by people swapping Crewman or Pilot kits, I can understand the logic in having Crewman and Pilot kits being considered "specialized."

Re: Mission critical roles

Posted: 2008-07-29 13:48
by x.trEm*e
On the other hand, M.Warren, you have no chance as an APC anymore, just because the light AT is being swapped 10k times when one LAT guy dies. Why not be able to qualify during your games to be able to use/pick up them, or only the "light" kit version.
And not being able to pick up any medic kit, means that you wont be able to heal noone if the squad gets a grenade, the medic is instanned all the others injured to half. Why are all the others not able to use a medic bag and heal themselves? You´ll have to wait everytime until your medic respawns again before you advance...

Re: Mission critical roles

Posted: 2008-07-29 13:49
by fuzzhead
Problem is, these weapons are almost ALWAYS deployed within a fireteam.

One gunner, one loader/spotter/security, and both are trained in their use. They both help setup /transport/maintain the weapon, and are BOTH equally proficient in using the weapon.

We dont want to over specialize in PR, cause then we will need an entire slew of new classes: MG Assistant, HAT Assitant, AA Assistant, Sniper Spotter, etc etc.

Assume that a normal rifleman can act as one of these specialized roles when he is in company with a special weapons kit.

I like to run a "special weapons" squad that specializes in a particular area. For example when I run with HAT, i will have a 3 man locked squad, with a HAT gunner, officer and rifleman. We assume that the officer and rifleman in this locked squad are also proficient with the use of HAT, without requiring them to request specific kits to that role, which would basically be the exact same loadout they got now, with only exception being they are "allowed" to pickup the HAT kit if it goes down. That is a needless amount of complexity for not much gain "in case" the HAT guy gets hit.

Re: Mission critical roles

Posted: 2008-07-29 17:43
by lord rifle
thats a good idea!

Re: Mission critical roles

Posted: 2008-07-29 19:04
by M.Warren
[R-DEV]fuzzhead wrote:We dont want to over specialize in PR, cause then we will need an entire slew of new classes: MG Assistant, HAT Assitant, AA Assistant, Sniper Spotter, etc etc.
No Sniper Spotter? For shame. I've worked with alot of people willing to act as a Sniper Spotter and when they have to use Spec Ops to get the job done... It just goes to waste.

Heck, I find it ironic why there isn't any Sniper Spotters because a Sniper can't even defend himself against targets closer than 200 meters because of that damn "stabilization" feature. The amount of movement required to stay on target at that range forces Snipers to move thier weapon so much that it becomes all out of whack. Sad really, but that's another story.

Re: Mission critical roles

Posted: 2008-07-29 19:43
by Scot
It would be cool, pretty much the normal sniper with ghillie etc if needed, but with an carbine etc and SOFLAM, hmm would be pretty cool.

Re: Mission critical roles

Posted: 2008-07-29 19:50
by fuzzhead
With the amount of smacktards and idiots that the sniper kit attracts, do we REALLY want to put EVEN MORE kits related to its use?

Just count your blessings that the sniper kit is even available in PR, if it was up to me there would be NO "sniper" kit, thats for sure. PR is not about snipers.... for that mod, please check out the wookie sniper mod...

wrt Sniper Spotter: Just use a rifleman! Prety much all you need, even comes with ammo... only thing that is lacking is not having as much zoom as the sniper rifle, but its not that big of a difference and you can still effectively spot targets as well as provide security..

Re: Mission critical roles

Posted: 2008-07-29 19:57
by ~KILL~Pirate
[R-DEV]fuzzhead wrote:With the amount of smacktards and idiots that the sniper kit attracts, do we REALLY want to put EVEN MORE kits related to its use?

Just count your blessings that the sniper kit is even available in PR, if it was up to me there would be NO "sniper" kit, thats for sure. PR is not about snipers....


X2







....

Re: Mission critical roles

Posted: 2008-07-29 20:05
by Scot
Lol i was just speculating, thinking of the possibilities, also its not possible cos it takes away the 'soldeir' people away from maps like Kashan.

Re: Mission critical roles

Posted: 2008-07-29 20:37
by M.Warren
[R-DEV]fuzzhead wrote:With the amount of smacktards and idiots that the sniper kit attracts, do we REALLY want to put EVEN MORE kits related to its use?

Just count your blessings that the sniper kit is even available in PR, if it was up to me there would be NO "sniper" kit, thats for sure. PR is not about snipers.... for that mod, please check out the wookie sniper mod...

wrt Sniper Spotter: Just use a rifleman! Prety much all you need, even comes with ammo... only thing that is lacking is not having as much zoom as the sniper rifle, but its not that big of a difference and you can still effectively spot targets as well as provide security..
Course PR is not about Snipers alone but it's still a reality. Personally I think the Sniper kit has been looked down upon and not valued as much as it should be. I've seen it in the hands of a skilled user, and trust me. It helps when a sniper is in a squad specifically for that reporting enemy bunker locations to the commander. I should know because I've been inspired and proceeded to learn more about the kit myself. I must admit though, there are alot of trash snipers out there defacing the name and makes it look bad for the rest of the players.

But in all honesty, unless you've truely played a Sniper enough to come to appreciate it, I wouldn't knock it. Reason why I bring up the Sniper Spotter is that we need a sniper assistant that has a guille suit, a carbine, a high level magnification scope (Not attached to a rifle, but as independant viewing equipment instead.) and a laser range finder, or both together. A spotter should be able to look at a target, tell the sniper it's bearing AND RANGE. A rifleman simply isn't going to cut it, and placing attack markers on the map is almost the only option at this time. Nor is a Spec Ops for just the SOFLAM which would go to waste as I've mentioned before.

I think PR is in need of an enthusiastic DEV for Snipers, just as much as [R-DEV]CAS_117 is enthusiastic about aircraft. Snipers aren't getting as much equipment as they need. Sad to think that we're attributing bad players with specific kits. In all honesty, I can count ten times as many incidents of unexperienced pilots flying jets into walls over the amount of times Snipers have been causing problems to the team. That's a fact.

Re: Mission critical roles

Posted: 2008-07-29 20:59
by Rudd
I agree with specialising specialist kits further, definately medic, it can be done with the civi kits, it can be done with medic surely

Re: Mission critical roles

Posted: 2008-07-29 21:14
by Waaah_Wah
Go for headshots next time ;)

Re: Mission critical roles

Posted: 2008-07-29 21:17
by Waaah_Wah
M.Warren wrote:Course PR is not about Snipers alone but it's still a reality. Personally I think the Sniper kit has been looked down upon and not valued as much as it should be. I've seen it in the hands of a skilled user, and trust me. It helps when a sniper is in a squad specifically for that reporting enemy bunker locations to the commander. I should know because I've been inspired and proceeded to learn more about the kit myself. I must admit though, there are alot of trash snipers out there defacing the name and makes it look bad for the rest of the players.

But in all honesty, unless you've truely played a Sniper enough to come to appreciate it, I wouldn't knock it. Reason why I bring up the Sniper Spotter is that we need a sniper assistant that has a guille suit, a carbine, a high level magnification scope (Not attached to a rifle, but as independant viewing equipment instead.) and a laser range finder, or both together. A spotter should be able to look at a target, tell the sniper it's bearing AND RANGE. A rifleman simply isn't going to cut it, and placing attack markers on the map is almost the only option at this time. Nor is a Spec Ops for just the SOFLAM which would go to waste as I've mentioned before.

I think PR is in need of an enthusiastic DEV for Snipers, just as much as [R-DEV]CAS_117 is enthusiastic about aircraft. Snipers aren't getting as much equipment as they need. Sad to think that we're attributing bad players with specific kits. In all honesty, I can count ten times as many incidents of unexperienced pilots flying jets into walls over the amount of times Snipers have been causing problems to the team. That's a fact.
Agreed 100%

Re: Mission critical roles

Posted: 2008-07-29 21:26
by bosco_
We have people who have experience with sniper rifles IRL on the team.