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10-28-2005, 07:14 PM #1
Tactical Mod: Suggestion List
I'm going to try and keep a running list of suggestions in this thread. If you don't see your suggestion here, please post in this thread. Try to keep posts to suggestions and not discussing whether they are good or not.
Player / Classes- Limit the number of classes allowed per squad / per team
- Revived player has decreased health (i.e. 50%)
- Change increasing spawn rate (i.e. 20 second initial + 2 second * # of deaths)
- Decrease damage done by AT missiles (light vehicles / armor destroyed too fast now)
- Increase overall stamina
- Increase cost of stamina per jump
- Allow instant respawn at UCBs or Main CPs (if missing UCB)
- Decrease the range for the player tag to be visible to make players look before they shoot
- Allow sniper weapon to see tags when using scope
- Only display tags of squad members
- Give Spec Ops six c4, but two triggers (i.e. one trigger for each of three c4)
- Allow snipers to call for artillery strikes
- Add claymores to Spec Ops class
- Decrease stamina as health decreases
- Do not allow two jumps within a given amount of time (i.e. 2 seconds)
- Add player bleed (i.e. if less than 50% health, player slowly loses health)
- Death by bomber or artillery does not increase player spawn
Weapons- Arming delay with grenade launchers
- Do not allow firing when jumping
- Do not allow reloading when jumping
- Add a delay to firing when changing from standing to prone (and vise versa) position
- Increased weapon accuracy
- Sniper rifle one shot one kill
- Use recoil instead of firing cone
- Increase support SAW accuracy when prone, decrease accuracy otherwise
- Adjust weapon ammo amount to be more "realistic"
- Remove crosshairs
- Decrease sniper class ammo amount
- Decrease weapon accuracy as health decreases
- Create a stinger kit (for AT class)
Vehicles (Land / Water)- Decrease spawn time for small / light vehicles & watercraft but leave the abandoned damage value low
Aircraft- Decrease spawn time to equal that of all vehicles
- Decrease payload
- Decrease splash damage
- Make bombs have a recycle time similar to that of the TV guided missile.
- Remove transport chopper ammo
- Decrease blackhawk ammo
- Increase overheat rate for blackhawk weapons
Assets- Allow one asset to be used every X minutes
- Allow only X number of uses per round
- Disable artillery during last X minutes of round (to avoid arillery strike win)
- Only allow COs to accept artillery requests
- Disable SL artillery request from map view
- Decrease UAV radius
- Decrease UAV active time
- Decrease number of artillery on a map
- Do not allow supply drops to repair assets or bridges
Capture Points- Do not neutralize immediately
- Do not allow defending team to spawn if assaulting team within radius
- Do not allow flag to move if assaulting team in a vehicle
- Increase rate at which flag returns to initial position if assaulting team not within radius
- Increase flag capture radius (i.e. to 5 meters)
Other- Add a logging / tracking feature for in-house statistics
- Increase the time before dead bodies disappear
- Increase repair time for assets & objects (bridges) so they aren't usable right away
Notes- Some features would be great on their own, but the combined feature causes problems. For example, the fact that it takes a player at least 30 seconds to spawn should be enough to stop defenders from spawing too fast... but adding in that you can't spawn on a CP while occupied might not necessary.
- To keep aircraft in the air, but not always engaged, decrease the spawn time but increase the time to reload / repair.
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10-28-2005, 08:01 PM #2
Re: Tactical Mod: Suggestion List
1. New suggestion. Not only does "Death by bomber or artillery does not increase player spawn", but it also allows you to insta-spawn.
This will retain the aircraft's importance in taking out enemy vehicle assets, without hampering the player's gameplay. It will also encourage vehicle use, rather than making players afraid to enter them for fear of immediately being a target.
2.
"Increase"?? Does this already happen? I thought my suggestion was to ADD that feature.Increase rate at which flag returns to initial position if assaulting team not within radius"You live and learn. Or you don't live long."
- Lazarus Long
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10-28-2005, 08:16 PM #3
Re: Tactical Mod: Suggestion List
Enable the Laser Target Designator for the Spec-Ops kit.
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10-28-2005, 08:21 PM #4
Re: Tactical Mod: Suggestion List
I vote you dont get a parachute until you get in a plane or chopper. And dont make sniper a selectable class, instead make an object spawner that spawns sniper kits. That way there is a limited number of snipers. Just my 2c.

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10-28-2005, 09:06 PM #5
Re: Tactical Mod: Suggestion List
-Make pistols more deadly. Like 3 shots in the chest would be a kill. But they won't be accurate after 40 meters.
-When getting into a plane or attack chopper, you loose all your equipment except the knife, pistol, and a smoke grenade.
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10-28-2005, 09:53 PM #6
Re: Tactical Mod: Suggestion List
Suggestion: Add overheating to the jets' cannons.

[conduct][volun][drill][sg-c1][tpf-c1]
|TG-2nd|munchkin
Nec aspera terrent.
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10-28-2005, 10:38 PM #7
- Join Date
- Jul 2005
- Posts
- 4,492
Re: Tactical Mod: Suggestion List
To further the suggestion, as otherwise the laser designator is useless.. bring back the bombers but without bombs and only allow the WSO's missles to lock on to the laser designator of the SpecOps guy.
Originally Posted by Turbo
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10-28-2005, 11:29 PM #8
Re: Tactical Mod: Suggestion List
Maybe remove the ability to jump when you don't have enough stamina for it?
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10-28-2005, 11:33 PM #9
Re: Tactical Mod: Suggestion List
I suggest you make a wiki page for suggestions
|TG| aschmack
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10-29-2005, 12:40 AM #10
Re: Tactical Mod: Suggestion List
...unless they are in your crosshair, in which case all tags are displayed.Only display tags of squad members|TG-12th| fallen

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10-29-2005, 02:26 PM #11
Re: Tactical Mod: Suggestion List
I don't agree with jets being very slow to respawn.. but do agree they should be hard to reload. This will keep the action above the skies in air to air (which keeps it fun for the fighter jocks) but reduces the inpact of an unbalanced air squad on the ground game.
Additional suggestion for testing: Allow shorter spawn (could be instant or not) at the UCB or "main base" on each map.|TG-12th| SHINER









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10-29-2005, 07:40 PM #12
Re: Tactical Mod: Suggestion List
Landing for refueling and reloading is kinda irritating, as you are a sitting duck for a good 20 seconds. TG rules, confirmed by admins, state that if you have entered the battlefield and then return to your UCB, you are fair game, especially in the case of jets. That, potentially, could be a problem.

[conduct][volun][drill][sg-c1][tpf-c1]
|TG-2nd|munchkin
Nec aspera terrent.
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11-02-2005, 01:43 PM #13
Re: Tactical Mod: Suggestion List
Communication is a hugely important part of the battlefield. To emphasize this, create a Radio Operator kit/class, who would carry a radio on his back. There could only be one Radio Operator per squad, and he could be the SL if desired. He'd have a carbine, binoculars for spotting (so he could also act as a Forward Observer to call in arty; the SpecOps would handle the bomber targets by painting them with his LASER), a pistol, and some smoke and/or frag grenades. His radio would be part of his kit, so if he was killed another player could pick it up.
With his radio, the Radio Operator would be able to communicate with the CO and with other Radio Operators in the other squads. Thus, the Radio Operator kit/class would replace the current comm channel between the CO and the Squad Leaders, but it would also provide for a second comm channel between squads. So, the Radio Operator would have two comm channels -- the CO/Radio Operator channel, and the Radio Operators channel. Squad Leaders and the CO would only be able to communicate with one another via the Radio Operator kit/class. This would allow Squad Leaders to shoulder the communication duties if they wanted, or pass them off to a designated Radio Operator within the squad.
The Radio Operator would be a very important part of the squad, as he would be the communication link between the CO and the other squads on the battlefield.
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11-02-2005, 02:01 PM #14
- Join Date
- Aug 2004
- Age
- 40
- Posts
- 6,210
Re: Tactical Mod: Suggestion List
Give snipers a real pistol if ammo is reduced on the rifle.
Isn't 6C4's plus claymores too much for specialized infantry to carry? Choose one.
Give AT's the AK or M4.
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11-02-2005, 02:38 PM #15
Re: Tactical Mod: Suggestion List
Making every shot with a sniper rifle a one shot kill would be bad. Also, making health <50% = bleeding would also turn the M24 into a one shot kill weapon.
I also dislike the idea of limiting the number of kits per team. If something in the mod makes a kit overpowered, then I think the solution is to tweak those aspects of the mod, not limit the number of people who can take a specific kit. In the case of sniper dominance, this is a result of trying to turn an arcadey game into something more realistic - realistically infantry skirmishes should occur at longer ranges than they do with regular BF2, but the only weapons that are accurate enough to engage at those distances in game are sniper kits... hence sniper dominance. A better tweak would probably be to improve the accuracy of all weapons, and increase the zoom of the sniper scopes if possible. A really nifty solution would be to increase the field of view (FOV), although I doubt this is possible.
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