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Old 07-13-2005, 04:39 AM   #16 (permalink)
 
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Re: A few mod ideas

wow....i thot about all those ideas
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Old 07-13-2005, 08:30 AM   #17 (permalink)
 
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Re: A few mod ideas

Another thing would be being able to bind commo messages to keys so its easier to spam spot things.
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Old 07-13-2005, 11:00 AM   #18 (permalink)
 
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Re: A few mod ideas

A compilation of my favorites ideas:
1. Be able to set multiple waypoints as either commander or SL. Be able to set upto 5 waypoints, and be able to choose the squad member who is waypointed.

2. Different camo colors. Not necissarily for every class, but it would be nice if you could choose urban combat colors for a sniper.

3. Extra options as commander/SL. Be able to request airsupport, and have the order transfered to whoever is in a plane, specifically a bomber.

4. Binoculars! Even if they could only be used for SL they would be great for checking the path ahead.
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Old 07-13-2005, 11:23 AM   #19 (permalink)
 
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Re: A few mod ideas

fixing the hop: perhaps 1 jump remains unchanged, but an immediate 2nd hop sucks the sprint-meter to zero! no third jump, no sprint! no hop-hop-hop + sprint. While we're at it, make the RELOAD process reset everytime someone jumps! I'd also like to see the "jump" feature all-together removed from the Heavy Kits (added Armor)! I hate hopping SAW-troopers! How would anyone with heavy armor *and* a personal cannon jump to begin with?

new features: Limited Cloaking: Scan, UAV, Satellite View (CO zoomed in). Only give it to the Spec Ops kit, and limit it with a duration/toggle-effect for balance. R/L Rationale comes in many shapes: Personal ECM, reflective/stealth mesh clothing, you name it! This is the near future right? It would put the "Special" back in Spec Ops if they could go stealth in the enemy base for 1 minute, leaving the enemy CO to inform his defenses that the threat was neutralized. This would be so effing cool. It'd also be good when monitoring C4-based Flag defense--the enemy CO might tell his offensive that the coast was clear! Or how about a squad of 6 Spec Ops, alternating their cloaking routines to hide their exact numbers from an enemy UAV! SO EFFING COOL.
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Old 07-13-2005, 01:44 PM   #20 (permalink)
 
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Re: A few mod ideas

You do know that Spec Ops are invisible to a COs scan. I don't know about UAV or satellite view, though.
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Old 07-13-2005, 01:50 PM   #21 (permalink)
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Re: A few mod ideas

Quote:
Originally Posted by Bommando
Even better, 3 successive jumps makes you explode spectacularly. It would make me feel much better when trying to get a bead on a bunny to see them self-destruct on the third hop. No message to tell them why they exploded, just make them die. Eventually, they might see the correlation
I'd pay double the yearly "cost" to TG if Pokerface made this go live. I hate bunnyhoppers reloading on the fly as they bounce around and / or killing me while they are bouncing. Add to it, people who crash any vehicle / chopper / jet into another vehicle / chopper / jet 3 times on a map explode the next time they get inside one.

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Old 07-13-2005, 01:54 PM   #22 (permalink)
 
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Re: A few mod ideas

Quote:
Originally Posted by Telorn
You do know that Spec Ops are invisible to a COs scan. I don't know about UAV or satellite view, though.
As far as i know specops are invisible to uav and scans.
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Old 07-13-2005, 02:41 PM   #23 (permalink)
 
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Re: A few mod ideas

I didnt know SpecOps were already invisible! Not since the Microprose days of Simulator-bliss have I read a manual.

mmmm, F-15 Strike Eagle...
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Old 07-13-2005, 02:42 PM   #24 (permalink)
 
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Re: A few mod ideas

Quote:
Originally Posted by walrus
I didnt know SpecOps were already invisible! Not since the Microprose days of Simulator-bliss have I read a manual.

mmmm, F-15 Strike Eagle...
What manual?
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Old 07-13-2005, 03:08 PM   #25 (permalink)
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Re: A few mod ideas

Lifes too short for instructions
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Old 07-13-2005, 03:15 PM   #26 (permalink)




 
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Re: A few mod ideas

Quote:
Originally Posted by 0b1one
Lifes too short for instructions
And lucky for you, EA agrees.
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Old 07-13-2005, 03:25 PM   #27 (permalink)
 
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Re: A few mod ideas

It's also too short for patches, a belief EA strongly stands behind
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Old 07-13-2005, 03:46 PM   #28 (permalink)
 
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Re: A few mod ideas

Quote:
Originally Posted by Bommando
....you should not be able to do anything with your weapon while jumping, reload or otherwise.
Agreed! And no more than two consecutive jumps at any given time.

The only times i jump is to get over an obstacle, or if i am running for cover while taking fire....right before i reach that fence line....i jump....

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Old 07-13-2005, 03:48 PM   #29 (permalink)
 
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Re: A few mod ideas

If you jump more than twice in 5 seconds, a rocket booster should activate on your boots and shoot you in to space, requiring you to fall for 1 minute before reaching your doom or to parachute back down for 3!
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Old 07-13-2005, 03:50 PM   #30 (permalink)
 
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Re: A few mod ideas

maybe it should just remove your legs entirely.
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