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Think and deploy game mode

Posted: 2010-07-14 15:57
by HAAN4
since this is actual a simples suggestion i will use items to understand at EASY.


the game mode is something that NEED a commander to win, because is able to do:

Chose things according to it's requisition amount of points, requisition points are equal to it's map, or equal to how many the server guys thick will be fine.

Chose the vehicles, (using radio and deploying like fire base assets)

all vehicles in requisition cost go to it's value in real life using a scale, of money to requisition points.

there are no rules in how many you place, but there value for many repeated vehicles increases to encourage variety, remembering you can have at last 4 of the same vehicle, works like medieval total war 2.

value increases allot for aircraft to discourage flyboys maniacs ******** to take over commander slot,

all factions have some cheaper units and better units to encourage many different ticking's about many different factions, Russia deploy everything cheaper and have the best cost benefice in all types of things, USA deploy aircraft and arty and Intel gathering stuff has well a little spec ops things, Brits use more infantry power ups and heavy weapons to shown the professional army of the world, China use a combo Conscripts and well trained and equipped soldiers to in the war, ETC, ETC ETC.

The commander can chose power ups for infantry, like more spring, or more accuracy or more moral, in a price of requisition, some power ups go to limited kits, you have a limit of 2 power ups to chose, and it's cost no requisition, bits gain 1 extra power ups for faction bonuses. also you have especial ops squads, each one have one special ops, USA deploy 2 special ops squads, which gain 4 power ups, bits SAS have 6 power ups, tuning into a deadly unit.

Some things go to commanders for free, Americans for example gain one free aircraft unit, and then can place 3 aircraft units instead of 2 whicout have insane aircraft cost.

2 transport unarmed helicopters can be deployed whiteouts requisition increase for all blue for factions, if Russian or china only 1. since then don't use a extensive amount of transport aircraft are more like to assign it to spec ops units.

all Ex soviet units get extra trunks, 8 instead of 6.

the players are able to choice the side to fight i mean they can fight brits agaist usa for exemple something simple wont happen in the times of today and they chose the faction when start the game, since PR is moving to Real fights instead of real politics i don't see it like a real problem, what will works like a RTS, moving the PR for what i believe to be the PR true innovation, RTS + Shooter all in one game.

all commanders have a time to chose their stuff and allocated troops to it, so the commander is able to first ask how is up to what, and then give he the right equipment, it will work like a buy time of CS, but which ALOT more time, and allot more time to organize a Sirius force equipped which it NEEDS!.

Also it is able to chose kits be speeding requisition, Infantry requisition kits like LAT,maskman,rifleman AP can be repeated 3 times whiteouts increase it's requisition points, and specialist like snipers, can be requested 2 time whicout, also for each effective kit there are 3 in reserved which respawn time for which one.

for what you need to win there are strategic points to capture, roads connect your nect works and whiteout it you beguin lost tickets because of lack of food, also you are unable to reload supply crates in main base but you still able to reload ammo in existing supply's, (if possible make supply crates appear from time to time and them the trunk take it in truck what will make it realistic and easy to balance)

there are pop up strategic points that increase you amount of units of same type you can hold at same time, like a airfield it give you a extra aircraft, or a hill that give you a extra arty.

there are also resource strategic points that give you extra requisition has well, since it just keep sending that's to you base in a respawn time i can say you just need to stop requesting it produce tanks to request something else.

the wining thing to do is to kill all enemy manpower, = 0 tickets.

in PR2 i belive it's better to otherwise rise the ammount of tickets lost for the crew instead of the vehicle, since you actually have how get more requisition and requisition will turn a more important aspect of the game the crew of vehicles will cost more tickets since it's harder to train and take time to do so. has well other important manpower.

squad leader and other comon soldiers: 1 ticket.
medic and enginer: 2 tickets (maybe some factions will go up to 3)
crewman: 3 tickets
pilot and commander: 10 tickets


this is the IDEAL suggestion, of course it will begin in a think and deploy V1, but i am hope all this features have been see in a Think and deploy V3 provable in PR2. :D

I kwon allot of the suggestions can be hardcoded, but has i will say again, only make commander request the vehicles in this map mode, leave the IDEAL stuff to PR2 has well. to my the true is not a teamwork forged by a religion in i need you to have fun, but in intellectual stuff of leadership and discipline to win.


some later thinking's about reply's. (below that is everything MY OPNION! what could happens)

about SPEC ops, i am not one guy how support it, but it exist. and sometimes you need someone to do a especial work, and especial work + incompetence is shiet, so giving 4 Power ups to then will help make the work appropriate, i am the one how believes and worship the GRUNTS, but some factions in real life are less like to deploy the real fishing force and try to make surgical operations, like the very infamous USA, bombard and use covert ops, not that USA don't use other tactics and even frontline infantry, but this is the image we got of USA warfare. indeed.

how knows what commander will like bombard, shoot run, take out strategic targets'? it's one way to win modern warfare anyway. and i call it surgical warfare. no matter the real name of it.

commanders will be able to deploy some crazy things, but craziness may over, no one say the opposition commander cannot switch he's requisition, he will not deploy APCs if the enemy are deploying Attack helicopters and Heavy cav, what means DEAD DEAD DEAD APC for good. i mean, he will use a combo of entrench infantry, AA and AT right?

what means the game will be always changing in the same map, exiting? hell yeah, and the commander must be ALWAYS ticking in what to deploy next time, otherwise if he make's the bad choices, he lose. also micromanaged is required, since good commanders will be able to build a BAD *** reputation people always obeys then, making discipline flows be respect of a skilled authority.

giving also the liberty to each commander to make his own VoIP organization will also encourage different types of organization, what means the VoIP system will be able to copy any battlefield situation and squad combo, i mean each soldier have 3 VoIP's, so maybe all medic will be able to have it's own channel help each other in it's dificult task, or even everyone inside this channel to call up medic. it's a example. but many more VoIP systems will be available, maybe 5. to encourage ranks trough the leadership of the team (i mean army hehe).

also giving then all types of markers and Paint tools to make plans according to what he believes, i mean a commander take a map and make some pictures in it and send to it's squad leaders to do everything organized, right?

and has well some other features that will ensure organization in this bad *** tipe of game mode in PR2, but in PR1 we cannot dream much :C

about how the map terrain will change (my opinion over what this map mode can be good which, like other effects and realistic things in PR2,)

this will be not simple, both to aply in PR1 and PR2, but maps like that are Silent eagle, Yamalai, kaskhan desert (trough it alerdy works great) and some other maps that maybe will appears in latter version, how kwons. maybe even the command and control ones.

but in PR2, all natural evirirement will be the path to reach towns, mines, Refineris, factorys, so you actully will do jugle warfare when you are moving sneaky to you objetive, also to enforce the economic aspec of the local population, farms are a must. and can be even cap points, me mother has born in familiary agriculture and they ALWAYS have some fruit or meat, or whatever can fead a soldier, what means controling it will decrese hungry penalitys, but not over it since fead a army is not easy. i also think this is to fancy even for this ideia and will be insane complicated, so no. but yes to the farms

destrutive cenario, YES. i mean detrowing a live comunity will show realistic the horrors of war. blood and violent dead actions is also adviced, so war. well, war never changes. muhauheauheauehauea. we can imagine a WWIII whichtout nukes, but if are going to imagine it whicht realism, allways remenber, War, War never changes.

after all we are going to make PR for man or for ladys? NO ONE LIKES 13 YEARS ******** RUNING AROUND!. WE MUST HAVE AT LAST 16! and this is a good way to ensure maturity of our players. sellers might thick this would be shiet to PR solds, but whicht the right atmostfere and the right estrategy variations and FULL realistics effects this will be a master piece, for good. so everboby will buy it. :D

this will be so VIOLENT, SO REALISTIC, SO BAD ***, AND SO FREAKLY TATICAL SMART, that militares will say, ohhh hell whicht all this nuke bombs around is better i become a pizza coker and then play PR for all time i can. LOL

okay,okay no so violent, we need to keep people sanity, if we going to make this so real, people are going to have madness of war. LOL

re: Think and deploy game mode

Posted: 2010-07-14 16:13
by dtacs
You mean THINK and deploy?

This is a resuggestion, I'm 99% sure I've seen this 'choose before you fight' idea before. With respect HAAN, you should really start thinking before you make threads. Almost daily I see you make a thread which often get locked, and its very hard to understand alot of what you're trying to say.

Besides, there is already this sort of system available, in the different layers of maps with different vehicle layouts.

re: Think and deploy game mode

Posted: 2010-07-14 16:33
by boilerrat
This is more of a mapping thing, you would have to choose the vehicles while mapping.

Otherwise, if we wanted rallies again it would probably require its own separate game mode.

Being an English speaker and reading your posts, I have to struggle.... PLEASE USE SPELL CHECK

re: Think and deploy game mode

Posted: 2010-07-14 19:26
by rushn
really hard to read although i understand that you are from another country try using google translate or something similiar

re: Think and deploy game mode

Posted: 2010-07-14 21:58
by HAAN4
rushn wrote:really hard to read although i understand that you are from another country try using google translate or something similiar
i will make better to read soon.

please wait.

if you haven't understand anything, just ask, please.

re: Think and deploy game mode

Posted: 2010-07-14 22:16
by karambaitos
I dont think you can do this with the BF engine i.e. you cant change layouts in realtime
maybe for arma :P R :)
also least parts of what your suggesting wouldn't never be put into PR because they aren't realistic or are completely game braking, but putting up an AA cannon instead of an AA missile pod should be possible and TOWs for MGs though i don't know how much people would agree on it.
all factions have some cheaper units and better units to encourage many diferent thickings about many diferent factions, Russia deploy everthing cheaper and have the best cost beneficie in all tipes of things, USA deploy aircraft and artilhary and intel gathering stuff has well a litle spec ops things, Brits use more infantry power ups and heavy weopows to shown the proficional army of the world, China use a combo Conscripts and well trained and equiped soldiers to in the war, ETC, ETC ETC.

The commander can chose power ups for infantry, like more spring, or more acurancy or more moral, in a price of requisition, some power ups go to limited kits, you have a limit of 4 power ups to chose, and it's cost no requisition, brits gain 2 extra power ups for faction bonuse.
this, this is just no, realistic maybe, but game unbalancing ( i do like the idea) and this has already been suggested by you, if I'm not mistaken.

see I understand him you just need to read it twice and think about it :) *hopes he got it right*

Also piece of advise HAAN you might as well just start learning a game engine maybe Cryengine3 or the ARMA2 engine and hen you ca implement all your ideas.

re: Think and deploy game mode

Posted: 2010-07-14 22:42
by HAAN4
karambaitos wrote:I dont think you can do this with the BF engine i.e. you cant change layouts in realtime
maybe for arma :P R :)
also least parts of what your suggesting wouldn't never be put into PR because they aren't realistic or are completely game braking, but putting up an AA cannon instead of an AA missile pod should be possible and TOWs for MGs though i don't know how much people would agree on it.


this, this is just no, realistic maybe, but game unbalancing ( i do like the idea) and this has already been suggested by you, if I'm not mistaken.

see I understand him you just need to read it twice and think about it :) *hopes he got it right*

Also piece of advise HAAN you might as well just start learning a game engine maybe Cryengine3 or the ARMA2 engine and hen you ca implement all your ideas.
saying that powers ups are not realistic, what can i say. depends the power ups, if it is a simples power up like run more what consist of more atletic training this oficer give to it's men while in boot camp i can considery it very realistic. e for exemple belive that soldiers could be never stop runing, they must be always eager to move. and i am a bad *** runner so i can say it's realistic. you cannot compare spec ops units of one coutry whicht another coutry, and some units are even trained of a diferent for in ich state of a coutry what means thousands of diferent soldiers and diferent infantry doutrines. of course OTAN forcers will work quite simliar. but if we talking about a flying power up, sure it is unreal.

the unbalicing of the game is proportional of how boss is each commander, since both teams are up to choce they weopows and doutrines has well. so this IS to always do the same thing in the map util it updathe. what yes it encourage estrategy and estrategy encourage teamwork, so making estrategy in frist place will make teamwork in consequence. is what i belive and i am sure i beliving in the right thing.

always remenber a great leader is the head of any great teamwork activy.

i agree whict you, in one point i may give unbalace due the maps we current have. indeed. we need some more free maps that are more foucused in economic areas whicht are where troops fight to take over that a jugle in the midle of nothing, no no no, the jugles will still exist, but they be the way to a town to town in a 4 km map.

of course the only map i see to be proper in use of this style is the kaskhan desert, but it's very well has it is, also yamalia and silent hill fits perfecty the map mode, since they are very free maps, i hope they deploy the cap point like i descripe soon has possible since this will give reality stuff to the game mode.

and of course we need balace of whict faction, i just posted exemple of how each faction will be, this is the price you pay to have a criative combo of RTS and shooter in only one game.

i current will like to see this runing in a 128 players map, and 8 km map in PR2,

one point remains? it will work in insurgency, Why not? it's like have oil dericks to gain requisition, and many side quest to enforçe insurgent commander to kill reporters, and make terrorist atacks to oil derecks, incrinsing a terrorist level in area, when bluefor are like to make rebuild teams, keep order, and of course DETROY CACHES to unarme the local mayhen and consolited domination.

re: Think and deploy game mode

Posted: 2010-07-14 23:23
by Nagard
HAAN4 wrote:e for exemple belive that soldiers could be never stop runing, they must be always eager to move. and i am a bad *** runner so i can say it's realistic.
There is something my sports teacher called "Laufrausch" (I don't know the proper translation, but it would be something like "Running-Rush"). It's something that appears after you have been running for a while (depending on your status of training) and it makes you able to run for a long time (I have encountered it by myself). This may seem to someone like he/she could run forever.

Unfortunately if you don't stop running by yourself, you will simply collapse due to overstraining. If you have trained hard before, the time you can run will increase, but there will be a point your body simply does not play along. So how bad *ss you might be: You won't be able to run forever!
This point is completely ridicoulos for everyone who knows a little bit about human physiology.
HAAN4 wrote:you cannot compare spec ops units of one coutry whicht another coutry
This is usually the Death-Sentence for every suggestion in which it appears :D . There is a reason, why the Spec-Op kit has been removed from the game and may someone like the Spec-Op or not: It definately enhanced teamplay, which is meant to be the main aspect of the mod (There has been a time I had to experience it for myself ^^).

Also I have to agree with the other responses (and disagree with one). Even as a none-native speaker, your english hurts. Physically. Just try to use a translator for words you don't know as a first step.

And just a little thougt: Why do you play the mod if you want to change it so hard? As far as I got it by now, the suggestions-thread is meant to present ideas which bring forth the mod, but don't change its core.

re: Think and deploy game mode

Posted: 2010-07-14 23:33
by Hitman.2.5
Simples! indeed

Image

re: Think and deploy game mode

Posted: 2010-07-14 23:36
by HAAN4
Hitman.2.5 wrote:Simples! indeed
In PR1 it will be simple, in PR2 not, but it will BE BAD *** if happens.

re: Think and deploy game mode

Posted: 2010-07-14 23:44
by HAAN4
Nagard wrote:There is something my sports teacher called "Laufrausch" (I don't know the proper translation, but it would be something like "Running-Rush"). It's something that appears after you have been running for a while (depending on your status of training) and it makes you able to run for a long time (I have encountered it by myself). This may seem to someone like he/she could run forever.
Nagard;1390151 wrote:Unfortunately if you don't stop running by yourself, you will simply collapse due to overstraining. If you have trained hard before, the time you can run will increase, but there will be a point your body simply does not play along. So how bad *ss you might be: You won't be able to run forever!
This point is completely ridicoulos for everyone who knows a little bit about human physiology.
true words, all act exactly what i kwon, but indeed you run for larger periods and a bit faster, depends in the speed you train.

Nagard wrote:This is usually the Death-Sentence for every suggestion in which it appears :D . There is a reason, why the Spec-Op kit has been removed from the game and may someone like the Spec-Op or not: It definately enhanced teamplay, which is meant to be the main aspect of the mod (There has been a time I had to experience it for myself ^^).

let me guess, special ops are a very hard coded sugestion to be assingnig to one squad, bla bla bla, and will be in PR2, IF will be in PR2, is just. that i sugestid it like a exemple to be the bonuns of USA faction, after all the use more spec ops that any other army in real life. wtf.

Also I have to agree with the other responses (and disagree with one). Even as a none-native speaker, your english hurts. Physically. Just try to use a translator for words you don't know as a first step.
if you have one part of the text you badly unerstand quote it and i will repair it for you.
Nagard wrote:And just a little thougt: Why do you play the mod if you want to change it so hard? As far as I got it by now, the suggestions-thread is meant to present ideas which bring forth the mod, but don't change its core.
i actually play it, because it's the best i have for now. tell me what game get's closelly to this gameplay that Project reality?, Arma? peraphs, but there are very few true realistic estrategic shooters, copy? what can i say about me new stile, it's ideal for PR2. but the PR! simplest ideia is very easy to do, just make a map whicout vehicles and make commander place vehicles whicht radio whicht a requisition points.

re: Think and deploy game mode

Posted: 2010-07-14 23:45
by myles
HAAN4 wrote:In PR1 it will be simple, in PR2 not, but it will BE BAD *** if happens.
how do you now it wont be simple in PR2 and im pretty sure its not that simple in PR1.

Also what are you saying POWERUPS?? like cod4 perks is it?

re: Think and deploy game mode

Posted: 2010-07-14 23:56
by HAAN4
myles wrote:how do you now it wont be simple in PR2 and im pretty sure its not that simple in PR1.

Also what are you saying POWERUPS?? like cod4 perks is it?
no, it's actualy a training especiality that the commander choice to it's men to be assured he will have the right tipe of infantry act he's disposiol. and you choice in the beguining of deploying.

since commanders in time's of peace stay mostly of time in a barracks checking new equipement deploying new tatics,

AND doutrining troops to act acording to what he's belive is a well maded war, i can say he able to choice some Power ups,

like more bravery, more stamina, more acuracy. or even some Weopows especialization, like AT especialization

but trust me, it's devoted to deploy new tipes of estrategy doutrines and variaty the infantry combat cababilitys from each map to each map,

in real life noboby is the same NOBOBY.

i also encourage to make the player get a random power up when spawn. it's like he unkwon talent in the frist time of war, or even he kwon he run more, or shoot better WTF

is just to noboby be the same. and add some human realitic event, whicht will works great combined whicht the hurted leg that make you run less.

also if the suply road get's out, they combat cababilitys go out 2, since a hungry soldier will always run less, have mind pain, and consequetly less moral. what means a weak heath soldier.

weather also will be nasty to influence the soldiers be the way. you cannot run much in snowy. maybe russians can do it prety easy. all europeans good since the winter. but thick about africans fithing in snow? they will get some penalitys. but i guess this is geting to much realitic to be a game. hehehe

WTF, the large ammount of freedown it give to oficiers will also make then be bester that others and giving several advantage to teams by comanding then, it's a way of have well, indeed in time commanders will gain several reputation, being feared, and respected by how obey they. making strong personalitys on PR2. what will comes handy to spread it's ideals across vidio game creating a new stile of game. that is:

ONE LEADER, ONE ARMY, ONE GOAL. and the goal is victory,

istead of have.

many leaders, many squad, total shiet. and shiet is shiet. (actual defeat is shiet)

Re: Think and deploy game mode

Posted: 2010-07-15 19:03
by HAAN4
Since no one is replying and i wake up quite inspired i will poste here a exemple of how 4 of factions that will be PR2 can be. it's just sugestion. and it's just because no one more enter in discusion here.


In my opnion all infantry come's whictout any assigned equipement, no medics, no AR kits, nothings. Of course faction bonuses will change that a litle, since OTAN normaly have always both things in a squad. but even doing so it remains unbough to encourage more variations of estrategy. so.

USA:

Cheaper AR kits, Best AR kits in game.
Cheaper Granadier Kits, since it's heavy used by USMC marines.
expessive Anti tank guns, but the best available.
Cheaper Heavy armor for infantry (i mean boby armor no a power armor because marines actully use alot of kevelar indeed)
Cheaper Parachutes,Ropes and Demolition explosives.
Cheaper APCs
Expessive Tanks
Extra arty
Cheaper Aircraft, and best aircarft in game
can assing 2 Elite forces promotion still require requisition for both
More commander Intel gathering tools that all factions toguether.
One more arty can be requested.
Efective to beguiner commanders

the americans focus Hit estrategic targuets Warfare, Spec ops, and covert ops, a US comander always keep in mind what enemys have in hand and act, bombarding the enemy before strike and always suporting they men in the field. they weakness hoever is in front line, no because they actualy cannot do so, but because they don't recieve bonuses to that, for beguining regular in doing so they Theric will lose frontline combat to China and russia, but since they have more indirect firepower they can always say ''in the end liberty will prevail'' CABOM!CABOM!CABOM!.

Brits:

Cheaper Snipers Rifles and maskman Rifles (since they have more training that most of armys)
a bit cheaper AR kits (USA can buy cheaper but still a good deal)
expessive anti tank guns
Cheaper APCs
Expessive Tanks
Medics and Combat eginers are cheaper
1 Extra power up, and 2 extra power ups to the elite unit.
Less tickets that other factions, -25 percent

the brtis don't belive in the cost benifice of Russians, or in deserperate Drafts to make up nunbers of China, or Indirect war fare of USA, but in the simple WELL DONE!, and to do a job WELL DONE, a WELL DONE TRAINING IS REQUIRED. since they are a european faction they recive less tickets that other factions and may be weak in atrition if they start to taking heavy casualtys hoever the hight education quality make's eginers and medics cheaper mainting friedely units alive easyr

Russia:

Everthing is cheaper, and some equipement are ''inferior'' to other units, hoever skilled crewmans and pilots inside this vehicle can win automost whichout sense it.
All respawns are quicker that other factions, -25 time to replinish equipement.
Medics and Eginers are a exeption in it, but still regular prince.
they can deploy 1 extra repetead ground vehicle.

The russians belive in FIrepower, in firepower and frontline combat, unlike chinese how use drafted units to be a distration, those guys send sirius troops in front, and since they have the best cost benefice weopows avaliable they will normaly win in atrition. bringuing both heavy casualtys to then and the enemy, but one thing remains, they can replenish they stocks quicly, and enemy not. so defeating 3 tanks of Russia is no victory cheer, more 4 is coming! MUHAUHEAUHEAUHEA.

China:

Chinese fight whicht regular troops and conscripts alike, no one can fuel front line better that they, but unlike russia the front line it's not where it chines, therefore is where they lost many men, but they can buy more time that any other faction to lauch well organized elite forces to the frame, making china respestive to lure enemy forces to one place whicht they massive conscripts.

All infantry equipment is more expessive,

they recive 4 conscript squads, whicth recive no power ups.
they recive more 4 Regular squad and a elite squad. whicht stadard power ups.
all vehicles are regular.
They have double Ticket points, yes if USA start whicht 400 they start whicht 800,
QBZ units require requisition tought it's quite cheap
AK47 is the stadard weopow
they recive a extra rally point per squad, and Rally points are cheaper to give to Conscipt squad, actual half. so a conscirpt squad can have 3 rally points instead of 1.
Conscript squad are larger. 8 to 12.
for each conscript squad they MUST deploy a regular squad and vice versa.
Hard to command army, Senior commander guys.

Chinese general like make the enemy overconfident, and when he does't it. he lauch he's true army. to defeat the enemy.

Re: Think and deploy game mode

Posted: 2010-07-15 21:54
by Nagard
HAAN4 wrote:Since no one is replying and i wake up quite inspired i will poste here a exemple of how 4 of factions that will be PR2 can be. it's just sugestion. and it's just because no one more enter in discusion here.
Believe me or not: I have better things to do than just talk about this suggestion. I come by from time to time and maybe answer.
HAAN4 wrote:if you have one part of the text you badly unerstand quote it and i will repair it for you.
It's less about the harder understanding, but more about the sheer mass of orthographical mistakes you are able to put in one single post. Nevertheless I will give you a few examples.
HAAN4 wrote:Cheaper Heavy armor for infantry (i mean boby armor no a power armor because marines actully use alot of kevelar indeed)
Power armor? Like this? Power armour - Warhammer 40K Wiki - Space Marines, Chaos, planets, and more
HAAN4 wrote:hoever skilled crewmans and pilots inside this vehicle can win automost whichout sense it.
Meant like they win by simply entering the vehicles? ...
HAAN4 wrote:but unlike russia the front line it's not where it chines, therefore is where they lost many men
Never mind! This is not about your language but about your suggestion.
HAAN4 wrote:---Needed to quote the whole post---
If I got this right you suggest some kind of asymmetrical balance, which exists in another way already ingame (e.g. Insurgency). To achieve this balance you try to create a game which focuses on the commander (which is not bad at all) but you seem to forget that in the end there have to be plenty of players on the server. You try to set up a strategy game in a shooter, which is a nice idea (already done in ArmA and OF :P ) but the BF2 engine has not been created to handle such a gameplay AFAIK (correct me if I'm wrong).

Another point: Can you give reliable sources for your interpretation of structures, equipment and training of the different forces?

So I get to a next point: The Devs are planning to bring up PR2 as a standalone game with its own engine and so on. You are already suggesting them things?

Let them bring out the game and wait for the first release before you start to tell them things you would like to have.

Also: You are posting in the PR:BF2 suggestion section.

The last little hint: I would stop the doubleposting. AFAIK it's something no forum moderator, no matter which site you visit, likes.

Re: Think and deploy game mode

Posted: 2010-07-15 22:28
by HAAN4
I understand that you have better thing to do that read this sujestion, and that the errors of inglish may appears often, but.

i doing me best to comunity. and this topic is incresing viable sugestions, toung many of then are hardcoded, then we leave for PR2 or maybe Arma PR, but for now the PR1 ideia is simples, making the commander place the assets via radio whicht a requisition limit, i mean it could be hard to make requisition sistem since you alerdy have couters in PR programation, so just makinga message saying how many requisition is left and then making a cancel vehicle spawing to recover requisition back and spend in asset more needed in the time.

for now. i actually stands up that teamwork grows in a mind of a estrategist. not a in faith of someone that zeloty defend it. is that what this game mode is up to.

also if we place several of the other aspect will add reality.

about the factions features i descripe it's just a exemple, like all RTS we must have ofenssive, defesensive, shoot run, and some unique factions like well insurgents. to add estrategy variations has well someting new to players experience.

Or you want to use the same squad laulout? medic, AR, rifleman for the rest of you life? no, you want new combinations and things that just break the day be day PR gaming. and is also what this game mod is up to.

about balacement, the ammount of requisition can be smarted ajusted to end balacement to any game, nunbers and matematics always win good balacements, since nunbers don't fail. but a bit of good sense helps two.

why you don't try to make the germany bonuses? a see if you can be construtive, how kwons, if might come's in, germany army is also coming shorty. :D

i for exemple desingned USA for how like's spec ops situations, there a plety of guys in PR that love's making cold thinked tatics, so USA is for then, Russia is for expasionist players, since if they manage to cap all requisition caps they are ablle to make all tipes of weopow Flowing from may base to be ideal for a frontliner expasinist agressive commander and good faction for players that love frags and ungodly ammount of pure violence to yell URAAAAA when win, china is for a great general whicht terrible players since unskileed players will die in front line anyway so trowing then whicht poor guear to destration is a good way to use their incopetence, besides the few skilled players you have can be equipend whicht the right stuff and send where you need good troops in most, and brits stand for the good old PR way of war.

regards. no ofenses.

and always remenber, if you don't understand anything, just ask.

Re: Think and deploy game mode

Posted: 2010-07-16 13:09
by Nagard
HAAN4 wrote:Or you want to use the same squad laulout? medic, AR, rifleman for the rest of you life? no, you want new combinations and things that just break the day be day PR gaming. and is also what this game mod is up to.
You are wrong mate: I want the same old loadout consisting of a realistic mix of specialists.
Variety comes through the people I play with as well as the enemies I encounter.

It would maybe nice to be able to choose attachments for your rifle on your own, but that would result in an imbalanced gameplay I guess.

I won't suggest anything for the Germans for two reasons:

Firstly I may know something about tactics and strategies of the german forces (I've got some reliable sources at hand) but I simply do not know enough to tell how the german army fights. Also: I can only repeat what I said before: I don't like the system you suggested because it would make the game unrealistic.

No offense mate, but that's the point. (Or do you really think the whole american military system is only directed to do special operations?)

Re: Think and deploy game mode

Posted: 2010-07-16 14:07
by HAAN4
Nagard wrote:You are wrong mate: I want the same old loadout consisting of a realistic mix of specialists.
Variety comes through the people I play with as well as the enemies I encounter.

It would maybe nice to be able to choose attachments for your rifle on your own, but that would result in an imbalanced gameplay I guess.

I won't suggest anything for the Germans for two reasons:

Firstly I may know something about tactics and strategies of the german forces (I've got some reliable sources at hand) but I simply do not know enough to tell how the german army fights. Also: I can only repeat what I said before: I don't like the system you suggested because it would make the game unrealistic.

No offense mate, but that's the point. (Or do you really think the whole american military system is only directed to do special operations?)
the USA military certain aren't just for Spc ops, but indeed they use it more extessive that any other faction in world. indeed. but it's just a EX of what faction bonuses they will win.

Of course this will unbalace if you commander suck and the faction bonus are bad maded and bad thicked. has any game can turn into trash whichtout proper balacemt of it's concepts. Gameplay > reality, you kwon that.

Re: Think and deploy game mode

Posted: 2010-07-16 14:31
by doop-de-doo
Every army base has a certain quantity of recourses at it's disposal when a conflict arises. As much as the commander would like, he can not choose what assets he is going to use. He must use what is already in the arena. As PR already simulates, reinforcements are made with the spawning of more vehicles and assets, soldiers, etc.. In your scenario, the commander should only be able to choose what is going to spawn in as reinforcements. I guess it would have to be a specific game mode for PR1.

Unfortunately, the vBF2 engine has it's limitations. I don't know if the engine gives the player any extra control over what kind of Object_Spawner it will use. The only way to control the Object_Spawner is by side. If it is BLUFOR, you get a Humvie. If it is OPFOR, you get a FAV, etc. That's how it is, as far as I know.

When I am commander or SL, I wish I could draw arrows, lines, and diagrams for the rest of my buddies to see and understand, so you are not alone in this idea. We are limited by the capabilities of the game engine used by our mod.

Re: Think and deploy game mode

Posted: 2010-07-16 16:04
by ytman
HAAN4 wrote: ONE LEADER, ONE ARMY, ONE GOAL. and the goal is victory,

istead of have.

many leaders, many squad, total shiet. and shiet is shiet. (actual defeat is shiet)
Armies are not a mass of infantry tied to one man. You must have a chain of command and a distribution of duty.

I agree in PR when a team doesn't have a commander you effectively have a 'tribal' community where each tribe is a squad and has thier own perception of how to win or what to do. Sometimes this is enough (to win), but the addition of a Commander is as a team unifier (as long as a squad listens).

I do think the Commander needs a more important role, and the ability to talk to individual squads without the capslock menu up. Being able to select vehicles to spawn from a pool seems neat, and I've thought of it before too. However, in war you never have absolute choice about what you bring with you, you have to make do with what you got.