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Limited weapon classes.
Posted: 2006-04-21 00:19
by [ZiiP]DarkJester
This ain't my idea in whole, was discussed briefly in game between myself, Scottyboy and Skullening.Chris...
...Basically, make everyone who isn't in a squad a standard Assault class. Std Rifle. - Mr.Infantry.
Only if you join a squad can you be anyother class type.. ie Medic, Support etc - with a limit of 1 per squad (maybe 2 for things like medic).
That way, the whole team can't be a medic, or a support gunner (which was a pain tonight on our server, because litterally, everyone was support) - and it forces people to play in squads and as a team if they want to use certain weapons.
Something has to be done. I don't believe weapons like the Support gun should be weakened - however, I do believe something should be inplace to stop everyone from taking it...
Posted: 2006-04-21 00:25
by Skullening.Chris
Yeah, this is getting too frustrating. I play for FUN but when every single opponent is packing a SAW and unlimited supply of nades, I just can't handle it. I know I should learn to deal, get better, try different tactics, blah blah blah, but no, sometimes it just does not work, whether its my own shortcomings or just a weak team.
I was chasing down one "l33t" player earlier (of course he had SAW) and as soon as he saw me, he fell back behind a sand dune and spammed nade after nade after nade after nade until the splash damage finally did me in. This is the exact opposite of fun.
Posted: 2006-04-21 00:27
by Braddock096
This has been discussed before, and I believe that the word is that class limits will not work with the BF2 engine. We'll just have to rely on the devs to find a workaround to that issue.
Posted: 2006-04-21 00:45
by [ZiiP]DarkJester
Braddock096 wrote:This has been discussed before, and I believe that the word is that class limits will not work with the BF2 engine. We'll just have to rely on the devs to find a workaround to that issue.
I imagine it has been discussed - I apologise for raising it again.. however, i'm sure that class restrictions
must be editable... the code
can't be that tight... can it?
Posted: 2006-04-21 00:49
by Major Ursa Norte
I can feel your pain, but if you are working in a balanced squad, then single class squads should not be too hard to deal with. I am far from elite and get frustrated quite often while learning how to play this mod well, but I would not want to be forced into choosing a squad based on what kit slots were still available. Your idea would also severely limit a squad's adaptability in certain maps, like a heavy armor themed map, because you would be limited on the number of AT kits due to the prescribed squad loadout.
Posted: 2006-04-21 00:51
by six7
its bf2... so unfortunatly, it probly can
~im sure the DEVs will find a way around it though
Posted: 2006-04-21 00:53
by AiRfOrCe
We've tried our best to fix the problem with the SAWs and nade spamming. We're sure you'll be somewhat pleased with our attempts at fixing it in .3.

Posted: 2006-04-21 00:56
by Skullening.Chris
Sounds cool. Really looking forward to it. Thx for the heads-up.
Posted: 2006-04-21 01:00
by [T]Terranova7
Spawnables anyone? Just have the players pick em up in specific structures in main bases.
Although it would be nice to have kits work in conjuction with squads. Just look at how America's Army did it.
Posted: 2006-04-21 10:12
by Neuromante
The best (and only, in my view) way to stop people from abusing particular kits on some maps is to balance them out with the rest of the kits. To win, on any map, your squad should have to rely on one squadmember per class. When you are on Karkand, and the whole US team is made out by medics you know there's something wrong...
Posted: 2006-04-21 14:54
by Major Ursa Norte
Terranova wrote:Spawnables anyone? Just have the players pick em up in specific structures in main bases.
Although it would be nice to have kits work in conjuction with squads. Just look at how America's Army did it.
I always liked the bonus kits available in DC, this could be a workaround for particular maps/squad combinations.
original quote by Neuromante:
The best (and only, in my view) way to stop people from abusing particular kits on some maps is to balance them out with the rest of the kits. To win, on any map, your squad should have to rely on one squadmember per class. When you are on Karkand, and the whole US team is made out by medics you know there's something wrong...
eoq
I still don't like the idea of forcing a squad to be made up of ONLY x number of this kit or that kit. It will force people to shop the squads and if there are no kits available that the player wants to play or more importantly CAN play, then the player either disconnects from the server, starts his own squad (if any more can be made), goes lonewolf or attempts to play a kit that they are not familiar with. I can live with all of the above, except the last. One sure fire way to ruin people off of a game is to set them up to be owned or criticized the entire round. If you don't know how to be a medic, all you can do is run around and shoot things. If your team can not get medical attention or gets it but always late, then the rest of the team WILL start to ***** at that player that was FORCED to play the med kit with little or no experience in it. Pretty soon everyone has a bad taste in their mouth and folks begin to disconnect. Gameplay suffers and interest in the mod goes south.
I understand every position that is taken for or against every single feature of this mod that comes up for debate in these forums. Everyone feels that they have a valid point, otherwise they would not have bothered to make the effort and type a comment, BUT, we as a community need to stand back and look at the big picture.
The idea behind making this mod is solid. The aim is to make a more realistic BF2 mod. but that is not all. It has to still be fun and exciting to play. This is a game, not real life. Players get to re-spawn, the rounds are scored, you can impose a time limit, there is no proficiency test before you are issued a weapon. Fantasy combat with aspects of realism added to give the game a certain feel. That is what this is. If you carry the realism aspect of this game too far, then you will wind up with a combat simulator that will only appeal to a very small number of people. Sims are boring and when you die, you are done. Sims are for instruction, not fun.
Please remember this when posting ideas and comments. We don't want to create an air of super elitism that will only serve to drive gamers away. We want to attract gamers who want a less ardcade type first person shooter combat game that uses up to date millitary units, tactics and equipment. They want to "play" soldier, not train for war.
Don't develop the fun out of this mod.
Posted: 2006-04-21 15:04
by Wraith
I'm not sure to what level it has been kicked around but I know it is possible to have every one spawn as a certain class with a certain kit, say pilot with only a med bag. Then put Spawnable kits on the ground at the spawns. This would do the same thing...
Posted: 2006-04-21 15:37
by Malik
I don't feel limitations will please that many people at all. The whole 'everyone chooses support/sniper/medic' thing is blown out of proportion. I rarely see an overuse of kits except in situations where it's clear one class is needed. Generally, players will choose the kit they feel is most useful to stop themselves dying in the manner they previously did, unless they see their squad already has those kits covered then they'll take the next most useful kit that isn't taken. Forcing people to fight for kit bags is like letting a whole team spawn on one aircraft carrier with one jet. People are left unhappy.
Posted: 2006-04-21 15:44
by Infantrigel
It worked quite well in Forgotten Hope, DC and Bf18. Exept sometimes some stupid idiots who killed for special kits.
Posted: 2006-04-21 15:48
by Malik
If this is a realism mod, such an idea seems silly. I know the army don't give out roles on a first come first serve basis. I can just imagine a bunch of unarmed US soldiers arriving on a battlefield when a chopper flies by and an officer throws out a bunch of gym sacks full of weapons and there's a mad dash for the support kits with people fighting to the death. Somehow, that doesn't really fit under realism.

Posted: 2006-04-21 16:24
by Lazzars
but i'd rather have first come first served than support everywhere. its just like bloody vanilla and its certainly not realistic
Posted: 2006-04-21 20:03
by Major Ursa Norte
Lazzars wrote:but i'd rather have first come first served than support everywhere. its just like bloody vanilla and its certainly not realistic
Well I have never seen an overabundace of any one kit being played on any map I have fought a round on. One, that defeats the idea of teamwork, two, there is usually a need for other kits and being too heavy in one gets your squad dead and three, there is no super lethal dominant kit.
First come first served is an elitist position and will serve no purpose but to drive people away from your server. If you are running a clan server and wish to implement that rule, fine, but pubbies won't go for it and those folks are the ones you want to play on a server run by a clan so you can recruit new members. But hey, you can run your clan the way you want to.
This mod is a game. Let me repeat that, this mod is a game. It is not a combat simulator designed to train the military. If that is what you want, then sign up for some time on a millitary sim or join your favorite branch and experience it live. If you build in too many "realism" aspects that restrict "game play" then no one but a very few select group will ever run this mod and it will wither and die.
And to tell you the truth, version.25 is no where near regular BF2 and I can not see where .3 through PR 1.0 will be either.