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| Battlefield 2 - General Discussion General discussion for Battlefield 2 |
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#1 (permalink) |
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Join Date: Jul 2005
Age: 26
Posts: 207
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A few mod ideas
Give engineers the ability to place motion or trip sensors around CP's to flag enemy units that pass on the radar. This would be useful for monitoring bases without needing a constant presence there.
Give SpecOps the ability to plant "bugs" on enemy tech. UAV would give you their UAV information, radar would show your commander their troop locations for a set period of time, and on artillery would show you when/where their artillery bombardments would land. Maybe having bugs on all 3 techs would let you listen in on the enemy commanders comm chatter to squads or something like that. Driver/Pilot to passengers communication channel for communicating to passengers that arent in your squad via voip. Proximity voip so you can talk to nearby soldiers without using the radio. Squad leader to squad leader channels to allow inter squad communications. |
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#2 (permalink) |
![]() Join Date: Jun 2005
Location: In my wifes house......if she says i can
Age: 25
Posts: 8,508
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Re: A few mod ideas
you would think that with the realizm of this game stuff like that would have been...i like the SL to SL idea...dont know how many times i wanted to talk to surrounding SL's to get a game plan for the CP, and had to go via-commandor to get it done..and the pilot channel would be good so you can tell people to get out!..
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#3 (permalink) |
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Join Date: Oct 2004
Location: Kingman AZ.
Age: 20
Posts: 1,442
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Re: A few mod ideas
Youve got soem good ideas there, but proximity voip is the best imo.
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#5 (permalink) |
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Join Date: Oct 2004
Location: Kingman AZ.
Age: 20
Posts: 1,442
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Re: A few mod ideas
How so ice man? This way if your seperated from your squad you can still function with a different SL.
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#6 (permalink) |
![]() Join Date: Jun 2005
Location: In my wifes house......if she says i can
Age: 25
Posts: 8,508
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Re: A few mod ideas
now when you say function do you mean do there objectives or just talk with then about the situation and call out problems?
it would be a neat funtion if there was a talk-out feature where in that people with in a certian distance includeing enemeys can hear you just as if you where talking out loud |
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#7 (permalink) |
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Join Date: Jun 2005
Location: Georgia
Age: 27
Posts: 2,187
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Re: A few mod ideas
On our servers, prox talk would probably be OK. But on public servers, I can see people tlaking 'leet' left and right and flooding the voice comm so you can't hear anything when around them.
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Telorn |
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#8 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,754
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Re: A few mod ideas
Quote:
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#9 (permalink) | |
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Join Date: Jun 2005
Location: Georgia
Age: 27
Posts: 2,187
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Re: A few mod ideas
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Telorn |
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#10 (permalink) | |
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Join Date: Jun 2005
Location: Sydney, Australia
Age: 29
Posts: 4,294
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Re: A few mod ideas
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#11 (permalink) |
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Join Date: May 2003
Location: Ottawa, Canada
Posts: 4,447
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Re: A few mod ideas
I think prox voip would be awesome. Vietcong has this and it's a really neat feature. If thought out, it can be implemented properly. There can be two voice keys. One will be proximity based with sound falloff and the other is for squad communication. I think giving options to muffle other sounds when using the radio would help with communication in the squad.
Prox voip handles a lot of problems when trying to communicate with others around you. With a little bit of thought, I think it can be done right. |
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#12 (permalink) | |
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Join Date: Jun 2005
Location: Carlisle, PA
Age: 36
Posts: 79
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Re: A few mod ideas
I like the driver/passenger VoiP idea. The one mod I'd like to see above all others: No bunnyhopping.
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#13 (permalink) | |
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Registered User
Join Date: Jun 2005
Location: Sydney, Australia
Age: 29
Posts: 4,294
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Re: A few mod ideas
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#15 (permalink) | |
![]() ![]() ![]() ![]() ![]() Join Date: May 2003
Location: MD, USA
Age: 29
Posts: 5,722
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Re: A few mod ideas
Quote:
If someone is bouncing around like a fool, they're being dumb. If they're exploiting a flaw in the game or its engine (and I'd not consider "they're harder to hit because they're jumping" to be such a flaw, as they'd be harder to hit in real life if they were jumping as well), then we have something to talk about. Otherwise, grenade the bouncing baby boy and move on. :P
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