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#1 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,825
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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
Weapons
Vehicles (Land / Water)
Aircraft
Assets
Capture Points
Other
Notes
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#2 (permalink) | |
![]() Join Date: May 2003
Location: Austin, TX
Age: 38
Posts: 1,877
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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. Quote:
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"You live and learn. Or you don't live long." - Lazarus Long |
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#4 (permalink) |
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Join Date: Jul 2005
Location: Oklahomawherethewindgoes whippingthroughtheplains
Age: 25
Posts: 491
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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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#5 (permalink) |
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Join Date: Aug 2005
Posts: 58
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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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#7 (permalink) | |
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Join Date: Jul 2005
Posts: 4,494
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Re: Tactical Mod: Suggestion List
Quote:
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#11 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,251
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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.
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#12 (permalink) |
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Join Date: Jul 2005
Location: Sydney, Australia
Age: 17
Posts: 2,271
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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.
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#13 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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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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#15 (permalink) |
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Join Date: Jul 2005
Location: Halifax, Canada
Age: 26
Posts: 1,232
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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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