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Old 12-22-2009, 09:13 PM   #11
TheWhaleHunter

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Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

Do soliders have the option to choose what amount of stuff they want? And can they choose to have a sidearm or not?

I thought they just got a set of stuff and that's it.
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Old 12-22-2009, 09:32 PM   #12
sniperrocks

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Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

Quote:
Originally Posted by TheWhaleHunter View Post
Do soliders have the option to choose what amount of stuff they want? And can they choose to have a sidearm or not?

I thought they just got a set of stuff and that's it.
Oh true, that might actually be the case
But this is a really good suggestion; if it boosts the gameplay, I'm for it!
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Old 12-22-2009, 09:41 PM   #13
Drunkenup
Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

If you can make a proof of concept (WITH limited kits and squad limitations) without making it a coding disaster without some insane bug, than sure I'm all for it.
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Old 12-22-2009, 09:43 PM   #14
bloodthirsty_viking
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Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

im not quite sure the extent of the customization, but im sure you can atleast coustimize some of the stuff... i heard you could put what you wanted on your assult rifle, but im not sure if thats true.

the insurgents though, and inconventinal forces could easily have these choices


also, i said i have no idea how to code, and i dont know where you would hide the files to code this stuff.


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Old 12-22-2009, 10:21 PM   #15
Psyrus
Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

Sounds like a good project for you to start researching & experimenting Viking

I believe [don't quote me though] the primary reason this hasn't been done is because even though it feels like you're just changing 'one aspect' at a time, the devs actually have to put together a separate kit for every permutation that you can think of with the customization. I could be incorrect but that's what I was led to believe the last 2 or 3 times this was suggested. If you can get it working, I'd support you 100%!

So if you imagine 4 base/spawn/customizable classes [rifleman, auto rifleman, medic, officer] with 12 customizable options each [as per Burton's post], multiplied by the 9+ factions we have/will have in PR, makes for over 400 unique kits they have to include...

Pretty daunting huh!
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Old 12-22-2009, 10:34 PM   #16
LithiumFox
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Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

Quote:
Originally Posted by Psyrus View Post
Sounds like a good project for you to start researching & experimenting Viking

I believe [don't quote me though] the primary reason this hasn't been done is because even though it feels like you're just changing 'one aspect' at a time, the devs actually have to put together a separate kit for every permutation that you can think of with the customization. I could be incorrect but that's what I was led to believe the last 2 or 3 times this was suggested. If you can get it working, I'd support you 100%!

So if you imagine 4 base/spawn/customizable classes [rifleman, auto rifleman, medic, officer] with 12 customizable options each [as per Burton's post], multiplied by the 9+ factions we have/will have in PR, makes for over 400 unique kits they have to include...

Pretty daunting huh!
but... that would mean that.... > > EA would've had to make a bunch of customizable kits....
< < which i kind of doubt they did.....

unless that was just 2142...



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Old 12-22-2009, 10:39 PM   #17
bloodthirsty_viking
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Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

Quote:
Originally Posted by Psyrus View Post
Sounds like a good project for you to start researching & experimenting Viking

I believe [don't quote me though] the primary reason this hasn't been done is because even though it feels like you're just changing 'one aspect' at a time, the devs actually have to put together a separate kit for every permutation that you can think of with the customization. I could be incorrect but that's what I was led to believe the last 2 or 3 times this was suggested. If you can get it working, I'd support you 100%!

So if you imagine 4 base/spawn/customizable classes [rifleman, auto rifleman, medic, officer] with 12 customizable options each [as per Burton's post], multiplied by the 9+ factions we have/will have in PR, makes for over 400 unique kits they have to include...

Pretty daunting huh!

or i could ask the person who made it what they did XD


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Old 12-23-2009, 01:05 AM   #18
Ghost_1ll1

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Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

You can 'customize your kit' quite a bit IRL but the thing i wish i could do most is: Take the scope on and off my gun / re-zero it, and sometimes i wish i could choose extra frag grenades and HE nade launcher nades instead of smoke grenades.

or have the ability to adjust the zoom on my scope.
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Old 12-23-2009, 01:37 AM   #19
Psyrus
Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

Quote:
Originally Posted by bloodthirsty_viking View Post
or i could ask the person who made it what they did XD
Yeah, thus the 'researching' part I mentioned above, and then getting it into a demo-able state to present to the devs would be the 'experimenting' part

Good luck man, I'd love to see this implemented
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Old 12-23-2009, 05:01 AM   #20
WilsonPL
Default Re: Kit custimazation (to a limit) - in another bf2 mod allready

AFAIK There will be some 'customization' system in 0.9. When you're selecting kit form crates, left click on kit name gives you version with optics and right click gives version without them.


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