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Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 00:26
by viper759
so i know this was suggested , however its color coded black which doesnt have a listing for its status.
this is not a 'can you implement this because it'd be awesome!' post. its a if i implement this after discussing with the PR dev team a reasonable way to do it will you implement it?
for reference i code in c++ , python, c and dabble in a few others. i worked on flhook a memory injection server manager for freelancer.
below is my thoughts on customizable kits, and anything i suggest ill implement (though i will note i just bought bf2 for this mod so take me a week or 2 to learn all the ins and outs)
- what i think should be customizable
+ non restricted kits
+ optics
+ main weapon to a limited degree.
main weapon loadout thoughts (i wont list them all, just enough so you can get the idea im aiming at)
+ mec medic
g3a3 4x / g3a3
+ mec rifleman
g3a3 4x / g3a3 / hk53
+ mec engineer
g3a3 4x / g3a3
+ mec officer
g3a3 4x / g3a3 / hk53
+ US medic
m4 + aimpoint / m16 + acog / m16
+ US officer
m4 + acog / m4 + aimpoint / m16 + acog / m16
+ US rifleman
m4 + acog / m4 + aimpoint / m16 + acog / m16
+ US engineer
m4 + aimpoint / m16 + acog / m16
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 00:32
by Rudd
Welcome to the forums!
in PR the medics can heal themselves (which wasn't intended iirc) so giving them scopes might make them overpowered at range, would need testing.
But
+ non restricted kits
+ optics
+ main weapon to a limited degree.
sounds great, and its great to see som1 step up to the plate on this one
oh btw, (just to make sure you know) US Army uses the M4, USMC uses the m16

iirc IRL they have some mixing, but PR tries to keep to the 'average Joe' kit.
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 00:47
by AREM117
Welcome to the forums.
This was suggested before. I think i did once. Dont know if it is posibl besides using unlock kits and global unlocks 1. I really want a system like BF2142.
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 00:49
by AgentMongoose
i would love to see this- perhaps change one of the rifle man to Ammo carrier and the other to carry grenades?
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 00:54
by Spec
How? I mean, you can only use the switching weapon feature from BF2 for this, and that'd mean every player would have to unlock those kits in BF2 first.
Remember this is only a mod, the Devs are very limited in what they are allowed to change.
Good luck anyway, maybe you find a way around the engine limitations.
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 00:57
by Rudd
Spec Operator, try EoD, I think they had this system set up, (POE2 as well, never tried that one)
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 00:57
by viper759
Spec_Operator wrote:How? I mean, you can only use the switching weapon feature from BF2 for this, and that'd mean every player would have to unlock those kits in BF2 first.
using the global unlock cvar server side has fixed this issue for other mods
Edit:
as for medics un-balancing it, i dont see it. engineers repair their own vehicles. medics cant heal themselves and fight at the same time.
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 01:05
by DeltaFart
you can appearently....Ive never beeen able to do it though did everyposition to save my butt but I always bleed out
Even tried the kama sutra.
Noone says its not possible, if this guy can code python he nneeds to be added to dev team

Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 01:15
by Rudd
viper759 wrote:
Edit:
as for medics un-balancing it, i dont see it. engineers repair their own vehicles. medics cant heal themselves and fight at the same time.
in CQB or engagements of less than 200m its not such an issue, but lets say...its 500m and both parties are engaging from cover.
rifleman gets some shots off and hits the medic, medic is now in shock and unable to engage, medic just goes prone, heals back to 100%, gets back up and continues to engage.
now...here's how it will probably go for the MEC rifleman
rifleman gets hit by medic, gets his field dressing out etc, but if a medic doesnt get to him...he's buggered and can no longer engage effectively due to shock<- and since he's now being covered by self healing medic of doom the chances of friendly units reaching him is also decreased.
So what you end up with is one guy who has what I would call 'an increased lonewolf survivability'
Now...if medic could not heal himself with the medkit, only with field dressings it means he'd have to spend more time healing and would be expending a valuable resource -> Balance and teamwork restored (efficiency would be for 2nd medic to heal 1st medic) But that is limitation the DEVs haven't got around yet.
There was a big thread regarding medics and scopes I'll dig it up, its from 0.75 but it should have some relevant points.
found it -
https://www.realitymod.com/forum/f18-pr ... dic+scopes
I'd like to see what its like to have medics with scopes personally

but it would need testing
EDIT- sorry, I'm probably dragging thread off topic, medic discussion should probably continue in the above thread.
Good luck with ur project mate
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 01:31
by PlatinumA1
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 02:04
by gclark03
It's unreasonable to kill (or hobble) the idea just because there's the possibility of medics who are worth more than their medikit or their irons/aimpoint.
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 05:34
by random pants
Dr2B Rudd wrote:in CQB or engagements of less than 200m its not such an issue, but lets say...its 500m and both parties are engaging from cover.
rifleman gets some shots off and hits the medic, medic is now in shock and unable to engage, medic just goes prone, heals back to 100%, gets back up and continues to engage.
now...here's how it will probably go for the MEC rifleman
rifleman gets hit by medic, gets his field dressing out etc, but if a medic doesnt get to him...he's buggered and can no longer engage effectively due to shock<- and since he's now being covered by self healing medic of doom the chances of friendly units reaching him is also decreased.
So what you end up with is one guy who has what I would call 'an increased lonewolf survivability'
This is exactly the reason why medics should NEVER have scopes in this game. I wouldn't mind if engineers could choose to have them, but medics....that's a BIG no-no.
One thing that really pisses me off me is that spec-ops HAVE to use aimpoints, which IMO is a stupid balancing move that is WAY unrealistic and makes the spec-ops kit bad on a lot of maps.
"But spec-ops is for asset destruction and recon you shouldn't be fighting everybody blah blah blah..."
IRL spec-ops roll with what they want, and what they need. In alot of these maps in PR the aimpoint is so gimped against a 4x scope that the ENTIRE kit becomes worthless because of the inability to defend oneself and/or engage enemies. I know about balance in this game, and I'm all for it, IF it makes sense....and right now, I don't think it makes sense that spec ops have no choice in being able to choose which optics they get. I might make a thread about this...but for now I'll just slightly derail this thread...
Like what the OP suggested, the kit selection screen should be like this
Pilot
Sniper
Special Operations (4x scope)
Special Operations (aimpoint)
Grenadier (4x scope)
Grenadier (aimpoint
Automatic Rifleman
Officer (4x scope)
Officer (aimpoint)
Marksman
LAT
HAT
AA
Crewman
you get where I'm going....
This would be a HUGE improvement to the game and one that wouldn't be that hard to do either...
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 05:53
by Solid Knight
There's assets to destroy? Honestly, Spec-Ops is probably the most pointless class in the entire game.
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 06:19
by random pants
Sure there are. Just today I was littlebird-dropped off near MEC fortress on Muttrah. I wired the command post and a support truck that was there and blew it all when some scrub got in the truck. But that's off topic anyways.
ON TOPIC
We should have more flexibility with our optics on our kits. I think all scoped kits should have the ability to go ironsighted, and I also think that Spec Ops should be able to have a scope (even though that's not the point of this thread)
again, kit selection screen would be like this:
Pilot
Sniper
Special Operations (4x scope)
Special Operations (aimpoint)
Grenadier (4x scope)
Grenadier (aimpoint
Automatic Rifleman
Officer (4x scope)
Officer (aimpoint)
Marksman
LAT (4x scope)
LAT (aimpoint)
Anti-tank
Anti-Aircraft
Crewman
Re: Customisable kits/ Kit Customisation/Custom Kits
Posted: 2008-10-14 06:54
by Kenny
guys look at that thread thats what were talking about yer so if you want you can just restart that thread. Personaly I like the idea of customizable kits but only minor things like if you want acog or irons but if someone wants to go the whole way and make mix and mach ablity it would pretty badas* becuase (dont quote me on this Im no expert) don't troops have the ablity to change their Kit's in RL to suit them and make the as effective as possible?