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Old 06-03-2009, 02:18 AM   #1 (permalink)

 
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SOG mod Suggestion Box

Hey Krag, didn't have a chance to chat with ya after the games tonight, but I had a couple ideas for the mod if you don't mind.
  1. Would it be possible to remove the sway from a MG that has the bipod deployed?
  2. I have noticed the revive messages can be seen by the enemy. I think that should be changed to enhance the tension in the game. Did I kill that guy? Did he get revived?
  3. Would it be possible for some classes to be able to have multiple weapon choices? For example: Let the SL class have a choice of a smg or a bolt

Well, thats all I can think of for now. Anybody else have any ideas?
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Old 06-03-2009, 02:38 AM   #2 (permalink)

 
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Re: SOG mod Suggestion Box

Oops! Looks like we were working on the same idea at the same time...

Can we possibly get a merge?

Similar Thread

Things I'd like to see:

A little more accuracy and distance for the shotguns with the sawed off double barrel version being made available.

A better balance between the weight to speed ratio. Perhaps a slight speed increase with a shorter sprint instead. It's not so bad on most of the kits; however, when carrying the lmg you have no hope of getting out of the way of anything.

Thanks for any consideration...

Last edited by 8 bits; 06-03-2009 at 10:44 AM.
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Old 06-03-2009, 05:02 AM   #3 (permalink)

 
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Re: SOG mod Suggestion Box

OK first off yes can we get this to be a sticky.


This way we have a single thread for suggestions and feature requests.
and to answer 8 Bits question I would like comments about ways to improve the mod
and even ones that are more negative because something that you hate about it might be very simple to fix and or add. I even go as far as anyone that would like to help be apart of the modding I will gladly accept the help. Before I answer the questions asked I would like to give everyone what is my BIG PICTURE.

What it is I am trying to do is not just make a mod its more then that way more. But I will start off with the mod my main goal is to have the mod change the way that Call of Duty comes out of the box even beyond the current mods like Open Warfare,
OW is a great general mod with some good realism features and this is one of the reasons that I used there soucre code. But what it lacks and every mod lacks is a more Team Play feel with using Tactics to acheive the OBJ's. I want to reward players that use these things to win by giving them a chance to advance quicker in rank and other stuff which I'll get to later. This is the first mod that has a custom menu system that you are able to rank up in. With that said one of the other things that I am working on is a stats. I found a program that can take all the game log info and record it into stats. Now Since I am able to have the game log record anything I want. I am starting to add stuff to the mod that will write to the game log things like defusing bettys and satchels, when a medic heals a team mate and basicly anything else that we would like to see recorded. I am working on medals and such so this way when you go to the site you can click on your name and see all of the rewards that you have earned you will then be able to to copy/paste the SIG code and show off your medals and stuff here on the forums. I have the log file currently recording rank also so people will be able to show there ingame rank as well.
I belive that this will help to push the game into even more of a Team Play feel meaning that players will want to preform there duties on there team to win and being rewarded for doing so . Well atleast I hope.The other thing that I'm doing is mapping this is what I like to do and the maps that I am making I try to keep the goals of what I am after included in them. I currently have 3 maps that I am working on I have left the abilty to easily port them over to COD MW2 when the tools come out and that goes the same for the mod and stats as well. Basiclly you can think of all this as a preperations for MW2.

Now that you have a better understanding of what it is that I am trying to do . Maybe I can motivate others to have a more active role in this. Everything from just Ideas to helping with the mod or making maps. Because this isnt my mod this is our mod. I am more then willing to work with everyone to make it the best it can be. And the things we do and learn here will make it even easier when MW2 comes out. I truely belive that once everything is worked out and running smoothly we will have the best COD servers out there.


Ok now to answer 8bits and Mind Kills questions

There is a reason for the slower speed 8 bits when the game is slower it requires use to work togther more now everything is adjustable but what I try to do is think about the over all balance of the game. In the next update which will be this week i have slightly uped the heavy gunners speed and am working on a fix so you can bipod in prone and crouch. If we up the speed to much the heavy gunners just start to think that they are front line plow thru everyone and thing . I personal see the heavygunners as surpessive fire meaning set him up in places to hold the enemy down like after the bombs planted.

The shot gun is no problem I'll make sure I add a little range and make it a sawed off hell I think you may be the first to real use this weapon so the feed back is good to hear.I am going to have a open update test on friday with the mod .so every one can join see the changes and give feed back. But I am also going to have need one more person for a test on Thursday, so I will tweak the shoty and if you want to come help Mind Kill and I test that would be great then you could check out the tweaks and will go from there.

Ok I belive I have taken out the revive message but will confirm it Thursday since I need 2 more people to test that out.

I will look into the MG sway in bipod. Since I dont use this class I didnt know there was any.

One version before this one I had Squad Leader able to use many other types of guns , and have no problem with bringing it back. Hell thats why I dont play SL I like using the bolts or shot gun , So what does every one think smgs and bolts once we get a better understanding in the next 2 days of what guns the SL should get I'll put it in the mod for fridays test.



If anyone else has any ideas or thoughts let me know cause I missed the mind reading day at school must have been sick that day. LOL
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Old 06-03-2009, 10:36 AM   #4 (permalink)


 
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Re: SOG mod Suggestion Box

On the SL class;

Give the SL the same gun as the Recon guy. That is the carbine and what ever it is in the other army's. Plus the sm.
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Old 06-03-2009, 10:50 AM   #5 (permalink)

 
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Re: SOG mod Suggestion Box

Quote:
Originally Posted by Krag View Post
...There is a reason for the slower speed 8 bits when the game is slower it requires use to work togther more now everything is adjustable but what I try to do is think about the over all balance of the game. In the next update which will be this week i have slightly uped the heavy gunners speed and am working on a fix so you can bipod in prone and crouch. If we up the speed to much the heavy gunners just start to think that they are front line plow thru everyone and thing . I personal see the heavygunners as surpessive fire meaning set him up in places to hold the enemy down like after the bombs planted...
I understand completely and couldn't agree more. I think maybe it's the way I approach it because I got the same response on CoD4 server 2.

I'm just saying there needs to be the capability to make short bursts or something to enable them to get away from nades and such. Perhaps they could ditch the lmg in order to gain a speed boost when necessary. It may be that it already works as such.
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Old 06-03-2009, 12:25 PM   #6 (permalink)


 
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Re: SOG mod Suggestion Box

Length of game, 7 to win is to darn long, that could turn out to be 13 rounds on the same map, I lose interest in the game.If this is to go from day night to night, increase the speed of change, if 7 min round is suppose be how many hours? Maybe this should increase, 5 rounds be one day, that way the sixth map is like starting a second day.


Squad leader should not be limited to one gun, he should be have the run of the guns, flame thrower should be offered to a wider array of classes.
Run increased before heart attack, I fat and old and I can do more than that and not have one.

Falls from 5 foot should not end up with broken leg, to break leg it should be at least a single story fall, Basic training they go over jumps like that with full pack on.

If you’re going to include tanks, include ways of taking them out from a distance. Sticky’s just lead to tank kill fest, I would like to be able to kill them from a safe distance, on one map Krag took out 7/8 of a team with tank fire, the Pups left calling it a tank fest, I know they were Pups, but pups are future members. You want a sense of realism, they had them and carried them, just for that purpose
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Old 06-03-2009, 12:36 PM   #7 (permalink)
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Re: SOG mod Suggestion Box

the sway when hurt makes me sick LOL, could it be toned down?

as for tanks, could we just take them out? I dont think they are needed in our gameplay style.

can each class maybe have 2 guns? I think they already have different guns allowed by class, so it might be cool to have one more option for each class? (I dont mean an MG fo rifle guy or sniper for medic, but whatever would be available for their class anyway)

gripes aside, greate work Krag, i was done with this game until you revived it. well done!
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Old 06-03-2009, 01:26 PM   #8 (permalink)

 
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Re: SOG mod Suggestion Box

Wow! Guess I should have named the SOG Mod Info thread, the Suggestion box. Who knew a little different wording of a thread title could generate feedback this quickly!

Anyways, thanks for all the great suggestions so far! I am sure Krag is loving this. One thing I would like to suggest is to think about your suggestions and ideas and how they will affect the balance of the game. I think Krag has done a pretty masterful job of slowing the pace of the game down and negating RnG (Run and Gun for those that are unfamiliar with the acronym).

As for your suggestion about the length of the match, Redneck, that was my doing. When we were testing the mod with the small group of 6 people, almost everyone suggested to me to up the round limit to 7. I agree that 7 seems a bit long, not to mention it gets pretty tedious if you are on a map that you can't stand (like me on Seelow and Cliffside). I think 4 rounds goes by too quickly. So, what does everyone else think?
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Old 06-03-2009, 03:15 PM   #9 (permalink)
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Re: SOG mod Suggestion Box

I am ok with the normal 4, lets us play more maps, I agree 7 is too much, maybe something in the middle would be ok, but 4 would be fine with me...
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Old 06-03-2009, 05:41 PM   #10 (permalink)

 
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Re: SOG mod Suggestion Box

I like the tanks...

They aren't on every map which is great. It offers a change of pace and mixes things up a bit. Perhaps the inclusion of the RPG will help alleviate some of the negative feelings you guys are having towards the tanks...

I think first to 5 would be ideal...

Back to the shotty! After considering it for a period of time now, I still feel strongly that the range needs to be increased a little. I'm not sure if it's possible, but perhaps the damage can decrease linearly in relation to the range. Not being able to at least do damage with it to someone standing 20 ft in front of you just isn't very realistic...
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Old 06-03-2009, 07:40 PM   #11 (permalink)

 
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Re: SOG mod Suggestion Box

Quote:
Originally Posted by 8 bits View Post
I like the tanks...

They aren't on every map which is great. It offers a change of pace and mixes things up a bit. Perhaps the inclusion of the RPG will help alleviate some of the negative feelings you guys are having towards the tanks.....
I am pretty sure that the zooka's will be making an appearance in the next update.
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Old 06-03-2009, 08:26 PM   #12 (permalink)

 
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Re: SOG mod Suggestion Box

Yes the Bazooka is back it was originally taken out for fear of spam. I will be the first to say that when the game came out I hated the tanks. But thats been fixed
Now the people complaining about the tanks havent been playing with us from the start
so i'll explain why the tanks should stay and how to easily take them out. The tanks stop lonewolfing cold in its tracks as seen last night. I kept saying when are they going to start working togther to take me out and if you notice at the end you where doing just that. Heres how you take out the tanks Team Work. And yes downfall was unbalanced last night
since it was Mind Kill, Renrag and I on the same team. As of right now you have Recon that can tell you where the enemy tank is with his recon perk. You also have a tank driver and an SL with arty when all used togther with team work the enemy tank is taken out easily. Also as seen last night since the 3 of us where on the same team and know these statements to be true. so you see the tank is a perfect fit for this type of game play. But next time I will be sure that we even up the teams a little more till other players learn how to work with each other better. As far as the sawed off shot gun goes I'll tweak it tonight and we can test it tomarrow and it is the dubble barrel that 8 bits is talking about Kin and that is one of the only guns I did not tweak since no one seemed to use it there was no reason but now there is . The sway makes you sick when hurt then its doining what it is suppose to do . You are hurt hence you are not going to be health. But yes the New stuff I added for the medics will reduce it slightly so when the update comes out make sure your medics dont get killed and you will be fine. There is also the hold breath button.
Also forgot the bazooka is back but it will be limited to recon so that means only one man will carry the bazooka . and since there is only one enemy tank it should work out perfect. Or atleast it has in the last test night.

So what is the verdict on SL guns SMG and Semi. Let me know so I can make sure its in the update for release this weekend.

And Thank You every one for your comments They do and will keep the mod heading in the right direction.
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Old 06-03-2009, 08:41 PM   #13 (permalink)

 
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Re: SOG mod Suggestion Box

O and the fall hieght for breaking your leg is 9 feet I have gone over this in lots of threads But will do so again in here . I will also change the wording to fit better when you jump or fall from 9 feet. I will make it say You have Sprained your leg it will fit better but you still will have the same effects . And when you do sprain your leg just see a medic and he will put you back to normal.
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Old 06-03-2009, 09:28 PM   #14 (permalink)

 
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Re: SOG mod Suggestion Box

Some thoughts on zooka's, SL gun choice, and fall damage:


Zooka's

I love that zooka's are coming! Now, my idea is that maybe Recon should have 3 zooka rounds. Because, anyone thats used one in game, under fire, knows that it's pretty easy to hit stuff (ie. walls, leaves on trees, etc.) before the tank. So the extra round will be helpful. On the other hand, limiting them to only 2 rounds might force a more teamwork oriented attitude. And, there is always the dreaded "n00b t00b!' aspect to keep in mind. Would there be a way to perhaps limit the damage a zooka does to players?

SL weapon choice

This one is tough. How can we make sure its balanced? On the one hand (and this is just from my personal opinion and experiences), Semi-auto rifles seem to make it easier to RnG. And that is the last thing we want from a SL. Whereas, when I play with a bolt action rifle, I tend to move more slowly so I can make sure to line up those long shots.

So, I would say, the SL should get to choose between a SMG and a Bolt action.

Fall Damage

I think the fall damage is fine where its at. And before everyone starts jumping down my throat, hear me out. The last time you broke your leg in-game, what where you doing? You were most likely being too hasty in your movements. Now, I know there are some ladders that are extremely easy to fall from, but I bet those incidents are far out numbered by hasty action.

In the end, I think the reason Krag has the fall damage set the way it is, is to slow the game down. Negate the RnG. Make the player THINK before moving. I think it works.
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Old 06-05-2009, 12:32 AM   #15 (permalink)


 
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Re: SOG mod Suggestion Box

Krag, I want a gun I can use, you picking my gun, well sucks. I want to play the tg way yes, but I do not want someone telling me what gun I must use. I can only shoot a few guns in these games, and I guess will not allowed to play them.

So let’s do history, every nation used a version of the M1 in the time frame of these battles, look it up I have and have quite a few cross references.
In fact here is a tad bit of history 1st
"M1 Garand - the standard American rifle of the war, in the 1930s it was the first semi-automatic rifle to enter military service. It was an excellent rifle, and in addition to American troops, the Germans used captured Garand rifles, and the Japanese produced a copy of it before the war ended." so everyone can carry a M1 with your historic realism mod.

Can we have a server with your 1st mod, we had quite a few that loved that mod, and you guys can play on this server?
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