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Battlefield 2 - Map & Mod Development Discussion on the development of new maps and mods for Battlefield 2

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Old 10-18-2005, 01:18 PM   #1 (permalink)
 
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A Mod idea in a TG mold

Three simple changes to game-play that would change game-play considerably:

1. Remove the kill buffer
2. If a player gets hit by a large caliber bullet, he falls down (rag dolls) regardless of his health meter status.
3. A player’s health meter status affects his movement speed, so if he is uninjured he has full movement, if he is >50% injured he cannot run.

Just imagine, he who shoots first (or hits first anyway) will generally win, and the safest place to be will be behind cover, not out in the open running around like crazy person.

Just some ideas for discussion...

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Old 10-18-2005, 01:42 PM   #2 (permalink)
 
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Re: A Mod idea in a TG mold

I like the idea of the more a player is injured the less he will be able to do.
I hate the fact that you can have one bar of health left, but still be able to perform likke you did at full health.
I for one would love to see some new animations for players, for instance as his health gradually goes down he starts to slow down and start limping, then when he's almost done for he starts crawing on the ground.
that would make for someone taking better care of there health
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Old 10-18-2005, 02:04 PM   #3 (permalink)
 
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Re: A Mod idea in a TG mold

I like your ideas, too.
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Old 10-18-2005, 04:13 PM   #4 (permalink)
 
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Re: A Mod idea in a TG mold

I have an idea thatmay or may not have been addressed but I will state it anyway.

If you want the consequences of getting killed to increase, then do away with spawning on the squad leader when you die.

In real deal that we call "LIFE" you get killed ... you are dead ...the isn't someone that replaces you in 15 secs on the battlefield. They need to call in replacements or re-enforcements.

Have the player re-spawn back at the UCB or something that way, if the advancing team is more tactical they will be able to advance and Vice Versa with the defending team.

I hope I explained that like I meant it .....
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Old 10-18-2005, 04:40 PM   #5 (permalink)
 
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Re: A Mod idea in a TG mold

Meh. If you want one hit kills, go play Rainbow 6 or SWAT 4. Infantry being able to wipe each other out super easily would give vehicles that much more of an edge.
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Old 10-18-2005, 05:23 PM   #6 (permalink)
 
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Re: A Mod idea in a TG mold

Not a one hit kill, but a 1 hit knock down, you'd still be alive if you had health left. Maybe sometimes it's 2 hits depending on where you get it I guess...

But yeah if you get hit running across an open field you're pretty much dead, the shooter would just need to adjust his aim to hit your prone body. If you get hit behind cover you'd actually live longer as you wouldn't be in the line of fire anymore.
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Old 10-18-2005, 05:32 PM   #7 (permalink)
 
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Re: A Mod idea in a TG mold

Quote:
Originally Posted by Gixxer_USMC
If you want the consequences of getting killed to increase, then do away with spawning on the squad leader when you die.
Take it a step further: don't let people spawn individually. Armed forces don't send in re-enforcements piecemeal-- they send in groups of troops.

Force dead people into new squads when they are dead and only respawn the squad when it is full.
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Old 10-19-2005, 03:29 PM   #8 (permalink)
 
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Re: A Mod idea in a TG mold

Quote:
Originally Posted by kornkobcom
Take it a step further: don't let people spawn individually. Armed forces don't send in re-enforcements piecemeal-- they send in groups of troops.
Quote:
Originally Posted by Gixxer_USMC
I have an idea thatmay or may not have been addressed but I will state it anyway.
If you want the consequences of getting killed to increase, then do away with spawning on the squad leader when you die.
In real deal that we call "LIFE" you get killed ... you are dead ...the isn't someone that replaces you in 15 secs on the battlefield. They need to call in replacements or re-enforcements.
Have the player re-spawn back at the UCB or something that way, if the advancing team is more tactical they will be able to advance and Vice Versa with the defending team.
I both of these ideas, especially if you put them together. You have full squads coming in like real reinforcements having to hump it across the terrain to get into the action. Makes you think before trying to play rambo and encourages a more stable playing field. Causes the development of tactics further (i.e. a CO wouldn't be able to send squads all over the map to attack areas but have 1 or 2 in reserve so they can re-enforce a position while another squad rebuilds and heads to a staging area for the CO). This beats out waiting to respawn as it requires close to the same amount of time to hump it back to the fight as it would if you are just sitting there doing nothing.
The problems that occur with this is on maps with no UCB and if one squad member survives an assault/defense the other guys have to wait til he dies or if you form a new squad with recently dead guys it prevents specialty squads and unit cohesion.
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Old 10-19-2005, 05:09 PM   #9 (permalink)



 
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Re: A Mod idea in a TG mold

If you think back to the BF1942/DC days, you didn't spawn with your squad. This would greatly break up squads and and leave players running around on their own. I'm also not sure how you would spawn as a squad. That could mean you have to wait for your whole squad to die, and then respawn with your SL. That could be a lot of time waiting.
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Old 10-19-2005, 06:24 PM   #10 (permalink)
 
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Re: A Mod idea in a TG mold

If you're considering this route, how about RtCW:Enemy Territory style? Have everyone spawn on an even minute (Or 30 second interval).
And if you want to get fancy with a minimum limbo time, add 20 seconds (or whatever) to the current time, and have all players spawn on the next even minute after that.

I'm thinking that only allowing players to spawn on their SL might be an interesting modification as well. SL has to pick a flag to spawn at, once he's up, everyone else spawns on him. The squad will then spawn together in the same location. If a player dies he just sits out his limbo time and hopes the SL can stay alive.

(Obviously this would cause a problem if your SL is in a single seat jet for instance)

Just a thought.
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Old 10-19-2005, 07:02 PM   #11 (permalink)
 
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Re: A Mod idea in a TG mold

Dang Hijackers!

Where's an Air-Marshall (or Thread-Marshall?) when you need one?! ;-)
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Old 10-19-2005, 07:08 PM   #12 (permalink)
 
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Re: A Mod idea in a TG mold

i dont think this calls for a moderator at all. i like all of the ideas here, execpt for the "fall to the ground when you are hit" idea. that would just make it cheap because people would press "z" as soon as they got hit.
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Old 10-19-2005, 10:23 PM   #13 (permalink)
 
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Re: A Mod idea in a TG mold

Quote:
Originally Posted by Soul31
Not a one hit kill, but a 1 hit knock down, you'd still be alive if you had health left. Maybe sometimes it's 2 hits depending on where you get it I guess...

But yeah if you get hit running across an open field you're pretty much dead, the shooter would just need to adjust his aim to hit your prone body. If you get hit behind cover you'd actually live longer as you wouldn't be in the line of fire anymore.
One hit knockdown with ragdoll physics is a physical impossibility. You just can't do it. There would be no animation to stand up.
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Old 10-20-2005, 09:13 AM   #14 (permalink)
 
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Re: A Mod idea in a TG mold

I was just joking about the moderator...
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Old 11-01-2005, 02:56 PM   #15 (permalink)
 
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Re: A Mod idea in a TG mold

Quote:
Originally Posted by Iamthefallen
If you're considering this route, how about RtCW:Enemy Territory style? Have everyone spawn on an even minute (Or 30 second interval).
And if you want to get fancy with a minimum limbo time, add 20 seconds (or whatever) to the current time, and have all players spawn on the next even minute after that.

I'm thinking that only allowing players to spawn on their SL might be an interesting modification as well. SL has to pick a flag to spawn at, once he's up, everyone else spawns on him. The squad will then spawn together in the same location. If a player dies he just sits out his limbo time and hopes the SL can stay alive.

(Obviously this would cause a problem if your SL is in a single seat jet for instance)

Just a thought.
I'm thinking something more along the lines of a button. SL's get a button to spawn squad when they are in position. Limit it to only being able to spawn on neutral flags or within so many yards of a hostile flag, but not ON a hostile flag and maybe put a recharge timer on the button for like 30-40 seconds so he can't just continuiously spawn players on him, and then we're set. This way, if your SL is a twit and he sucks at his job, you can simply join another squad and spawn.

Also, only make the SL spawnable on the UCB. That way, either the SL has to hoof it to the neutral or enemy flag and the squad prepares, or the SL can spawn them all on him so as to create a more tactical feel to the squad.

I'd also like to see individual placement inside a squad. If I am a medic, and there is another medic in the squad with me, I want to have direct orders to defend or protect a certain place while the other medic has direct orders to stay with the SL.

That way, instead of saying, "Mom, go over there to that building that's white and wait till a few of our guys die, then run in and revive them." I can have a little yellow "move to, and revive on my command" order.

SL's should also get an option within the capslock map to issue an order directly to a single soldier inside of his squad. He should be able to say to me, "Go, go, go" and not have to broadcast that across the entire squad.

I'd also like to see SL tactical planning. Everyone who has commanded a team knows that he can zoom in on the battle as it takes place and watch his troops fire and win/lose against an enemy encampment. I want the SL to be able to do that.

As it stands, the SL doesn't have much of a job. He just sits there, and survives. Atleast, the good SL's do. They have to stay alive to provide fast access to a point of attack. If a SL had a job, then things would go smoother. SL's should be able to zoom in on the battle from the capslock screen and watch his soldiers go in and warn them about oncoming enemy attacks before they happen. He should be able to issue direct orders to squad members under his command so that they know exactly where to go. SL's should have their own class, only choosable by people who are SLing. SL's should get smoke grenades, and markers. An SL should have a laser pointer that can pinpoint a location on a map from about 500 yards away. There are a lot of things I'd like to see SL's get, but I'm not going to list them all.

Also, squad members should be able to communicate within the capslock map with the SL. They should be able to coordinate attack plans and defense strategies. They should know exactly where arty is going to hit and what areas to stay out of. They should also be able to zoom in to a view that's close enough to see the lay out of the area. When we give our operatives a map in the real world, we don't give them one where they can only see the terrain and not the up close and personal buildings. We give them pictures of the outsides of buildings and blueprints of the insides.

Commanders' speak should not be seen or heard across all members of a team, but only to squad leaders. This would do two things, eliminate confusion and a need to bicker due to over-active commanders spotting everything outside of the UAV.

Squad members should be the most primitive of everything inside the game. They should not be able to drive, fly, or man anything unless their class has a specific use for that. IE: Engineers drive tanks/apcs/jeeps. Medics/support fly helos. Etc. This would eliminate a lot of things. I hate it when I see a medic driving an APC with NO engineer inside at all and the APC just dies. I hate that. There should ALWAYS be an engineer on a moving vehicle. Always.

Squad members should get more tactical equipment. The only cover available to any class is a smoke grenade from an assault class. Spec Ops should get flash bangs, and smoke grenades. Snipers should get mirrors to check aroung corners, and camoflauge that can be applied, rather than just suited. Medics should have pain relief instead of defibs. They should be able to apply the pain relief at a certain time for it to work, and if applied after that time, it simply does not work. And if a dead body comes back to life, it should atleast fricken limp. Jesus.

Squad should be altered due to tactical positioning. If a squad is on defense, it should have more defensive weaponry. Instead of a grenade launcher on a machine gun, assault on defense should get a flame thrower. (That's just an example, and only an idea. I understand what a flame thrower would do to incoming enemy infantry, and I don't believe that we need flame throwers, but there are other options, and that was simply an example.) Snipers on defense should get a crippling rifle, to slow down the enemy advance against the base in question. The support class should get a more accurate .50 cal weapon to fire down Hell itself on advancing enemy infantry.

This should all be accessable by a defensive station on a friendly base. That station should have a radius on it of so many yards and when a defending soldier leaves that area, they lose that equipment.

I could name a million things to do to mod this game, but the only thing I would be doing is naming things.

I think we have a mod in the works here, guys. If anyone feels the same way, the post your ideas and we'll see where we get to from here.

-Mom
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