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Suggestion from Cerberus Pt II

Posted: 2006-03-14 02:04
by Cerberus
1. Increase squad size to eight
2. Muhammad Hassan's theme should play when an MEC map loads
3. Tracers on miniguns and machine guns.
4. Longer respawn time for vehicles
5. Get rid of defibulators
6. Insertion of the AT-4, M14 (the one used by special operations forces), RPG-7, M40A3, and Bizon.
7. Scope sway when looking through a sniper or designated marksman scope
8. Limited kits for kits that don't belong to rifle squads (sniper, designated marksman, anti-tank personnel, etc)
9. US Marines should use a CH-53 for their primary transport helo
10. Increase seating capacity of transport helos to somewhere from 9 to 16. They should be able to hold a 2-3 squads.
11. More realistic flight physics for helicopters. They're way too easy to fly right now
12. Armored vehicles should require a crew of at least two to operate (driver and gunner)
13. Only the gunner should be able to control the weapons system in the attack helos. Very unrealistic for one person to operate an AH-1Z by himself
14. Night maps, even if there's no night vision. If implemented, flares would be nice
15. Mk V boat
16. Replace fighter aircraft that are currently in PR with attack aircraft such as the Tornado, Warthog, and Frogfoot
17. Add Shilka and Zeus

Posted: 2006-03-14 02:50
by Eden
exept for removeing defibulators yes to the rest.

If you were to remove the defibrillators you would really have to reduce the map size since people will be dieing left right and center. you really wouldn't get anywhere.

Plus I don't want this mod to turn out like AA, that's already been made we don't need to make a copy.

As mentioned by quite a few people I think the best way is to give the defibrillators batteries which means you will only have a few charges.

Posted: 2006-03-14 02:51
by AznLB
Cerberus wrote:1. Increase squad size to eight
4. Longer respawn time for vehicles
10. Increase seating capacity of transport helos to somewhere from 9 to 16. They should be able to hold a 2-3 squads.
12. Armored vehicles should require a crew of at least two to operate (driver and gunner)
13. Only the gunner should be able to control the weapons system in the attack helos. Very unrealistic for one person to operate an AH-1Z by himself
I like these, especially the two-man crew for armored vehicles. This would help so much, and would still allow armor and APCs to remain on the maps without being too overpowered.

Come on DEVs! Two-man crews for armored vehicles! Shoot for realism! :-D

Posted: 2006-03-14 03:12
by 00SoldierofFortune00
I don't even think they should get a battery but stay the same. It is already hard for medics to medic the first time and actual revive along with other problems and this will just make the number of medics in a squad go up which is not a good think because you will have 4 medics going for one guy in the middle of combat. Ys, medics maybe realistic, but they keep the squad together and are for the sake of balance.

Posted: 2006-03-14 03:44
by lonelyjew
I'm for all of those, except for maybe the night maps. Dusk/Dawn maps would be pretty cool, but how realistic is it if we don't have nightvision/IR in tanks and choppers.

I'll go further with the whole 2 person tank and pilot only pilots chopper. In red orchestra you can't just take off with a vehicle, you have to wait a few seconds for other crewmates to join you before you can move. This would be perfect to keep people from hijacking vehicles alone.

For the no defib's, I agree. Only because this game is supposed to be realistic. I'm reluctant in saying this because at the moment the medic is an integral part of the squad. Maybe we should have a "no defibs" period where we see how the game takes it, if it's horrible then we should put em back in.

Posted: 2006-03-14 04:49
by AznLB
I'm pretty neutral on the defibs, I think they help alot with the gameplay, however it does take away from the realism of the game.

You know, if you really don't like the idea of reviving, you can change it server-side by simply changin' the "Map Down Time" to 0, and setting the "Spawn Time" to whatever you want. This way, the victim will just die, and be un-revivable, and sit there with the "You have been killed" message for whatever spawn time you specified.

Posted: 2006-03-14 20:39
by Cerberus
Yeah, I think the defibs are great for gameplay, but you can already respawn on a SL

Posted: 2006-03-14 23:19
by Figisaacnewton
1. Dunno if that is possible. It either is or isnt, most likely.
2. I like that idea, easily done
3. I like this as well, easily done
4. easily done, but it is map specific
5. eventually, yes, but right now, leave em till we get the complicated medic system we want
6.AT4: maybe by .3 or later if they redo the classes by then, m14: nope, pretty sure the .3 sniper will have the spr, RPG7: havent seen anythign definete about it, but it would be nice, Bizon: maybe if we get a pilot/driver class or something, m40a3: maybe if we redo the classes, but probably not soon
7. This may possibly be implemented for sniper rifles only by .3. maybe. i hope so. eventually, i hope it will be thier (at least a little) for all weapons
8. not by .3, probly not till real PR comes out.
9. not by .3, but would be friggen awesome
10. i hope so, but wouldnt expect it soon, eventually though
11. definetely not gonna be redone for a while, but needed
12. same, needed badley, but requires A LOT of coding and re animating and stuff, would take forever.
13. might be easlily changible, maybe by .3
14. I personally would LOVE oasis at night. it would kickass. not hard to do either, just go into the map and change the lighting ...
15. probly not soon

My unoficcial guesses and comments.

Posted: 2006-03-14 23:38
by eggman
1. Increase squad size to eight
- not possible afaik

2. Muhammad Hassan's theme should play when an MEC map loads
- lol, never heard the theme .. yer talkin about the wrestler right?

3. Tracers on miniguns and machine guns
- there aren't any now?? you sure?? should be easy, but might have performance implications

4. Longer respawn time for vehicles
- vanilla maps are not yet audited; likely going to have a few of those audited for 0.3
- created a guidelines discussion thread a while back, am thinking they are going to get longer than was discussed then: https://www.realitymod.com/forum/showthread.php?t=3871

5. Get rid of defibulators
- no, but server admins have the option to disable man down time
- these will also change with 0.3

6. Insertion of the AT-4, M14 (the one used by special operations forces), RPG-7, M40A3, and Bizon
- some of those are coming
- focus is on Brit weapons atm

7. Scope sway when looking through a sniper or designated marksman scope
- engine makes this more challenging than it should be; all weapons should have this not just sniper
- will see what can be done

8. Limited kits for kits that don't belong to rifle squads (sniper, designated marksman, anti-tank personnel, etc)
- engine makes this more challenging than it should be
- will see what can be done


9. US Marines should use a CH-53 for their primary transport helo
- focus is on Brit weapons atm

10. Increase seating capacity of transport helos to somewhere from 9 to 16. They should be able to hold a 2-3 squads.
- will see what can be done

11. More realistic flight physics for helicopters. They're way too easy to fly right now
- engine makes this more challenging than it should be
- will see what can be done

12. Armored vehicles should require a crew of at least two to operate (driver and gunner)
- not possible with BF2 engine
- might be possible to make it so that one position can only drive and another psition can gun (so at least the player has to switch positions, not as effective as a 2 man vehicle)
- other ways to balance armor and other valuable assets will be in future releases

13. Only the gunner should be able to control the weapons system in the attack helos. Very unrealistic for one person to operate an AH-1Z by himself
- more difficult flight characteristics will help
- see other points above re: tanks

14. Night maps, even if there's no night vision. If implemented, flares would be nice
- agreed!!!

15. Mk V boat
- no idea what that is

egg

Posted: 2006-03-14 23:59
by Cerberus
There are a few tracers for the machine guns, eggman, but they're not red or green or some cool color like that

Below is a Mk V

Image

Posted: 2006-03-15 00:05
by lonelyjew
Argh! Damn you BF2 engine! It's a damn shame that the engine wasn't designed for obvious things like scope sway. I hope you guys find a way around all the engine problems so you can make the game the way it should be.

Posted: 2006-03-15 00:14
by Cerberus
**** Dice.

It's like they downgraded from the Battlefield 1942 engine.

How can you have scope sway in one game and not have it in the next? 1942 had scope sway, right?

Posted: 2006-03-15 00:56
by 00SoldierofFortune00
Cerberus wrote:There are a few tracers for the machine guns, eggman, but they're not red or green or some cool color like that

Below is a Mk V

Image
Hey those are some nice graphics you got there cerberus. What setting you running them on? 7800GTX SLi I suspect because those are some good water effects, even for BF2.

Posted: 2006-03-15 01:31
by Cerberus
Hahaha, it's an actual photograph of the Mk V. It's used by Special Boat Teams that transport Navy SEALs.

Posted: 2006-03-16 02:00
by Cerberus
PR needs a Shilka