Long list of various suggestions.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Potilas
Posts: 104
Joined: 2009-04-28 22:04

Long list of various suggestions.

Post by Potilas »

Finally I can do this :razz: This is basicly how I like to have my PR. Comments please.


1. No shovel for the crewman kit.

2. FOB or crate costs 1 ticket to deploy.

3. Supply truck carry one crate.

4. Iraqi insurgency: collaborator/commander can only place hideouts.

5. All Insurgent cell leader uses ak47 instead of G3.

6. Transport choppers does not have a crate.

7. Add new supply chopper with no extra seats. Holds one crate.

8. No hand grenades for rifleman specialist.

9. Add shovel for collaborator.

10. Sapper weapon change, SKS->shotgun.

11. Sapper equipment change, carry no more AT-mine, but have one extra IED.

12. "Shotgun insurgent" weapon change, shotgun->SKS

13. "Shotgun insurgent" equipment addon, 1 AT-mine

14. Only squad/player who have living officer/collaborator/cell leared in play sees friendly soldiers on map/minimap. Squad member have to be 300m or closer from squad leader in order to see friendly troops on the map. This rule apply for infantry.

15. Rifleman AP carry one extra claymore.

16. Add 4 trip flares for rifleman AP kit.

17. Remove from arty IED pick up kit grenades and AT-mine.

18. Add for every Iragi unsurgent map one more arty IED pick up kit by replacing one RPG kit.

19. Bluefor gain no ticket bonus for destroying cache what is not yet visible on the map.

20. Player can change team only once during a round.

21. Molotov cocktail additional feature. Destroys crates and deal damage to light vechicles sameway like incendiary grenade.

22. Make grenade trap wire thinner so player can see wire at very close distance.

23. Add wrench to rifleman AP kit so he can clear hostile mines and pick up his own mines for reset.

24. Add ticket value for the flags. Example: Team who captures the flag gains 10 tickets and rival loses 10 tickets, so overall ticket balance stays.

25. Make every "no respawn" assets to respawn in 1h-2h after being destroyed.

26. If bluefor fails to destroy map visible cache in one hour time then cache disappears from the game and it is counted as a saved cache. Insurgetns/Talibans/Militia win for 2 saved cache.
Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: Long list of various suggestions.

Post by Thermis »

Many of these are resuggestions, others are stupid. Pick one or two reasonable suggestions and repost them with WHY they should be implemented. You are not God and there is no reason we should just take your word for it that these things need to be in PR.

Back it up or get out.
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