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Old 10-06-2008, 11:39 PM   #41
DeltaFart

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Default Re: A hard question to the developers: Making use of server variable: global unlock

never knowm I beleive FH2 has helped PR and they aren't part of BSS either


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Biggest time killer :P

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Old 10-07-2008, 12:01 AM   #42
zangoo

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Default Re: A hard question to the developers: Making use of server variable: global unlock

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Originally Posted by [R-CON]nedlands1 View Post
Except in his case his has THOUSANDS of kit combinations (3240 + spotter kits if I am not mistaken). He had to make some sort of script to automate the creation of the kit files.
yes he has alot of kits and he did create a simple script to create all the kit files, i dont see any issue with that, he also has alot more things that can be changed then what pr would have so i dont see any issue. If it came to it he would help us afaik.


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Old 10-07-2008, 12:08 AM   #43
DavidP
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Default Re: A hard question to the developers: Making use of server variable: global unlock

What wookie did for their sniper mod could really be useful for the Insurgents faction. If that Could be incorporated in to PR. I think we could consolidate and diversify all the Kits from all the Factions across the board! Let me use Insurgents as an example.

Say that you choose to be the Insurgent Class. You have 3 weapons available to you to choose from. AK, SKS, and G3. You could also choose what extra equipment you would want. Say Shovel, Binocs, Ammo. Then you could choose an Explosive. Molotov, Frag, Gp-25(If you choose AK)
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Old 10-07-2008, 12:18 AM   #44
waldo_ii
Default Re: A hard question to the developers: Making use of server variable: global unlock

I think it is easy to get carried away with this. If it was implemented, I think the only kits that should have this would be rifleman and officer, both with the optics/irons option.

Other kits are the way they are for a reason. The squad leader kit for the Insurgents is the way it is for a reason (with GP-25). It is to encourage people to lead squads.

I think that the kit selection screen should look exactly the same, same style of option and everything, just the top two would be different (layout that I pictured on the page before. The top two could look exactly like they do now, but squished with two buttons on the right, one with the symbol for rifleman ironsights (the symbol in the squad or tab screen), the other for rifleman optics.


And maybe we can assume that Mr. Wookie is a cool dude before judging him? Maybe is is the kind of guy who would help out other folks, I think it is rather unfair of you all to automatically assume that he would hoard his code and information...
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Old 10-07-2008, 04:51 AM   #45
MadTommy
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Default Re: A hard question to the developers: Making use of server variable: global unlock

Sorry i'm not gonna read all this.... but..

In version 0.3 one of the things that really attracted me to PR was.. the limited kits available. 'Here is your rifle, go get em!' I dont think you should get a choice of rifles within the same class.

I also like the limited nature of kits on 0.8. I believe 90% of soldiers should have default issued rifles.


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Old 10-07-2008, 06:19 AM   #46
@bsurd

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Default Re: A hard question to the developers: Making use of server variable: global unlock

Sounds good to me if we can get this in... Would make it more interessting to costumice the rifle the way u want it...

Hope this can be done!


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Old 10-07-2008, 06:33 AM   #47
Truism
Default Re: A hard question to the developers: Making use of server variable: global unlock

I liked where this thread was going to begin with. Using the BF2 style unlock system to pick kits that are variations of one MOS or equivalent makes sense, and I've always wondered why they didn't do it that way, but...

The US is very much an exception to the rule in armies that nearly all equipment used is what you are issued. I very much agree with MadTommy above, and disagree most vehemently with those who are in favour of making a CoD style "Choose your tac-cool invention!" system... That would be unrealistic to the extreme, and would probably make me quit...
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Old 10-07-2008, 07:00 AM   #48
Raegron

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Default Re: A hard question to the developers: Making use of server variable: global unlock

Quote:
Originally Posted by MadTommy View Post
Sorry i'm not gonna read all this.... but..

In version 0.3 one of the things that really attracted me to PR was.. the limited kits available. 'Here is your rifle, go get em!' I dont think you should get a choice of rifles within the same class.

I also like the limited nature of kits on 0.8. I believe 90% of soldiers should have default issued rifles.
Yeah, I don't support the idea of choosing rifles -within- the same class. The only thing I personally would agree with is you know, choose ACOG or aimpoint (in case of rifleman/officer for example), or smoke/frag grenade, or mine/hook, etc. Those are (to me) small changes that aren't unrealistic. A tiny bit of freedom, but not too much, otherwise it will ruin gameplay.
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Old 10-07-2008, 07:23 AM   #49
LtSoucy
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Default Re: A hard question to the developers: Making use of server variable: global unlock

Quote:
Originally Posted by MadTommy View Post
Sorry i'm not gonna read all this.... but..

In version 0.3 one of the things that really attracted me to PR was.. the limited kits available. 'Here is your rifle, go get em!' I dont think you should get a choice of rifles within the same class.

I also like the limited nature of kits on 0.8. I believe 90% of soldiers should have default issued rifles.
I 100% agree, most armies have standard rifles. Why should a reality mod change, its fine how it is.


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Old 10-07-2008, 09:05 PM   #50
hexhunter

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Default Re: A hard question to the developers: Making use of server variable: global unlock

It's unfortunate that those kits which would be improved by a Sniper mod/Sandbox mod style menu are limited and therefore only available through comm. roses while you're already alive in the game.

I do think having an extra kit for riflemen and officers with different sights may be useful though, and maybe some variation for medics or engineers (not sure what medics might get, but engineers could choose between explosives, mines or grappling hooks)

- Deus X Machina
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