A few suggestions - Beware, wall of text.
Posted: 2009-06-21 16:44
A lot of suggestions, please read them carefully and feel free to pick these apart, add to them and destroy them. They're my experience from playing the game since the beginning of 0.8
- delay transport chopper spawns on all maps by 3 or 4 minutes.. This will give people a chance to argue over who's flying and filter out any noobs before they decide to do backflips with the hueys. It might encourage people to use the boats instead too.
- Two "states" for normal assault rifles (I think these have been done in CAS mod but I've not had time to check it out). First right click brings up the scope similar to the undeployed mgs currently, second right click looks down the scope. I love the feel of the new mgs and it would be nice to couple the assault rifles with some more playable cqc. Pressing "3" again would put the gun down to hip height, and you wouldn't be able to fire from that position.
Slight tweaks to deviation.
- first, slighty reduce the maximum deviation to make close quarters feel more intense and stop the close range both-fire-till-one-of-you-dies cases. It should be a bit more skill based (but not too much) and less luck based which can get bit frustrating.
- Make it quicker to get to minimum deviation.
- Make the standing deviation match the crouch deviation a bit more closely so it's still possible to fire from behind objects accurately, especially at close range.
- I love the Mgs, leave them as they are ^_^
- Slow down the crouch to standing speed, so people can't endlessly bounce up and down from behind objects to get shots off, this could compensate for the fact there is no or little deviation change when changing between these stances.
- Medic tweak, Make it so when you've been revived you simply die when you next get knocked down. Even with the medic changes people still aren't scared of being shot at. I don't agree with the instant-pwn headshot, people should be given a chance and it's a bit of a game-stopper.
- Make it so people can instantly die if they are too close to a nade.
- If there is a way, make the "death" damage threshold lower and make high power bullets like the ak's 7.62 powerful enough to kill with headshots at close range. Tweak the damage drop off to encourage firefights between conventional armies and encourage ambushes from insurgents.
Overall, what I want to try and do is encourage people to use more tactical playstyles like manoevering/flanking in game. People should be scared of suppressive fire, currently there's no point because even now they know they can get revived and all they've got to do is wait, by making the first death revivable the newbies can still get used to the game without constantly dying and it very quickly teaches people to not be stupid. I think if these suggestions were properly tweaked they could make the game feel more real and exciting whilst keeping pace. Some of these are incorporating other people's ideas or are building on top of them and I give all credit to them for giving the original ideas.
From hindsight, that looks quite wall-of-texty.
~ Ed
p.s and another.
- If I understand the geneva convention correctly, you're not supposed to shoot someone when they're healing or helping the wounded. So civilians shouldn't be shootable(sp?) whilst they are healing insurgents. In real-life, regardless of whether or not the opponents are following ROE it would still be considered an inhumane act. This would increase the urgency for blufor to move in and clear out and would keep more insurgents in play. Some alternative may be needed, possibly making the civis heal inneffective or slow to compensate.
- moved this suggestion to a new thread because I think it needs explanation.
- Increase civi-killing penalty, if the blufor are going to get advanced weapons, we may as well make it hard for them.
- In combination with the new damage changes, offset the ticket loss to the pilot and increase it slightly. This will give some incentive to get the pilot back from behind lines, and means they won't just suicide if they crash land. Keep some ticket loss due to just the aircraft, although the main ticket advantage should be that the blufor no longer have aircraft to support them. Maybe we could go much further, eg increase the ticket loss per human loss to 2 or 3 and reduce the ticket loss for assets down to a minimum - I imagine a soldier/pilot/whatnot costs more in time and money to train than a transport chopper takes to build.
- delay transport chopper spawns on all maps by 3 or 4 minutes.. This will give people a chance to argue over who's flying and filter out any noobs before they decide to do backflips with the hueys. It might encourage people to use the boats instead too.
- Two "states" for normal assault rifles (I think these have been done in CAS mod but I've not had time to check it out). First right click brings up the scope similar to the undeployed mgs currently, second right click looks down the scope. I love the feel of the new mgs and it would be nice to couple the assault rifles with some more playable cqc. Pressing "3" again would put the gun down to hip height, and you wouldn't be able to fire from that position.
Slight tweaks to deviation.
- first, slighty reduce the maximum deviation to make close quarters feel more intense and stop the close range both-fire-till-one-of-you-dies cases. It should be a bit more skill based (but not too much) and less luck based which can get bit frustrating.
- Make it quicker to get to minimum deviation.
- Make the standing deviation match the crouch deviation a bit more closely so it's still possible to fire from behind objects accurately, especially at close range.
- I love the Mgs, leave them as they are ^_^
- Slow down the crouch to standing speed, so people can't endlessly bounce up and down from behind objects to get shots off, this could compensate for the fact there is no or little deviation change when changing between these stances.
- Medic tweak, Make it so when you've been revived you simply die when you next get knocked down. Even with the medic changes people still aren't scared of being shot at. I don't agree with the instant-pwn headshot, people should be given a chance and it's a bit of a game-stopper.
- Make it so people can instantly die if they are too close to a nade.
- If there is a way, make the "death" damage threshold lower and make high power bullets like the ak's 7.62 powerful enough to kill with headshots at close range. Tweak the damage drop off to encourage firefights between conventional armies and encourage ambushes from insurgents.
Overall, what I want to try and do is encourage people to use more tactical playstyles like manoevering/flanking in game. People should be scared of suppressive fire, currently there's no point because even now they know they can get revived and all they've got to do is wait, by making the first death revivable the newbies can still get used to the game without constantly dying and it very quickly teaches people to not be stupid. I think if these suggestions were properly tweaked they could make the game feel more real and exciting whilst keeping pace. Some of these are incorporating other people's ideas or are building on top of them and I give all credit to them for giving the original ideas.
From hindsight, that looks quite wall-of-texty.
~ Ed
p.s and another.
- If I understand the geneva convention correctly, you're not supposed to shoot someone when they're healing or helping the wounded. So civilians shouldn't be shootable(sp?) whilst they are healing insurgents. In real-life, regardless of whether or not the opponents are following ROE it would still be considered an inhumane act. This would increase the urgency for blufor to move in and clear out and would keep more insurgents in play. Some alternative may be needed, possibly making the civis heal inneffective or slow to compensate.
- moved this suggestion to a new thread because I think it needs explanation.
- Increase civi-killing penalty, if the blufor are going to get advanced weapons, we may as well make it hard for them.
- In combination with the new damage changes, offset the ticket loss to the pilot and increase it slightly. This will give some incentive to get the pilot back from behind lines, and means they won't just suicide if they crash land. Keep some ticket loss due to just the aircraft, although the main ticket advantage should be that the blufor no longer have aircraft to support them. Maybe we could go much further, eg increase the ticket loss per human loss to 2 or 3 and reduce the ticket loss for assets down to a minimum - I imagine a soldier/pilot/whatnot costs more in time and money to train than a transport chopper takes to build.