Problems wrote: 1. Pilots or crewmen never, ever bail out of vehicles that are burning.
2. Firefights take place too fast, squads usually blast at each other in the open in incredibly close range fights.
http://www.youtube.com/watch?v=2bW0D57aeto[/youtube] (skip to about 2:00)Solutions wrote: 1. Increase the incentive for pilots and crewmen to escape their vehicles before death by manipulating the ticket system. The 10 ticket rule will only apply if the pilot dies while inside the vehicle. Torufkeymeister's realistic helicopter crash https://www.realitymod.com/forum/f254...ion-video.html is implemented then we will see a lot of these moments. This will provide even more incentive for players to escape their vehicles before they actually switch to their destroyed model.
2. Change level design. I know this is a really big thing to say but one of the main problems I see with firefights is that most of the players are often far exposed when moving about. Especially in Urban maps, there is practically nothing in the street to protect players from bullets. This often has them clustering up behind cars and along side buildings to find cover. What I'm suggesting maybe as a modification and a template for future levels is to adopt a system close to that of Full Spectrum Warrior. Full spectrum warrior had streets that shared an abundance of things to hide behind. The way the gameplay worked where the most effective way to combat the enemy was to flank him or use weapons like grenades. The only times where they used wide open streets was to create choke points and areas specifically made for vehicle use or choke points.
If you look at urban maps like sunset city and Muttrah, you see a lot of big open spaces that are ripe to mow down infantry in. My suggestion to give infantry a fighting chance is to design future levels with more obstacles to hide behind to give more of an emphasis on heavy weapons as a support to remove infantry from cover as well as providing a bigger enticement to send flanking teams (Again, one of the main tactics of Full Spectrum was to suppress and flank to gain the upper hand)
All I'm suggesting is a minor tweak of the levels to include more cover in dense areas and wide spaces. I know it's a reality mod and cover shouldn't be that abundant in streets like this. But some rubble, a few turned over broken cars, some cinder blocks to hide behind or something more than what is offered will bring out my suggestion fully. My suggestion is a lighter version of the old map Ejod Desert. In the old version, the flag West city, (the city flag closest to the MEC side) had a street with an abundance of cover. If this street was perhaps a bit longer, I could imagine some serious firefights involving long range support from each team's vehicles.
I hope nothing I said was too bad. I don't really have the resources to upload some screen shots of what I mean but I will do so later unless I get shot down.
-What do you guys think?




