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| PR Suggestions : Suggestions from our community members. |
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#1 |
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PR Contributor
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Coding dead players kits virtually empty of ammo/resources
To make the players value their lives more and take away any unbalanced/unrealistic elements, can it be coded that when a player dies and someone picks up his kit :
Standard army rifles have one clip fitted with ammo, all other weapons (primary/secondary) have zero 'ammo' ie. rifleman kit has rifle with one clip, no smokes/frags/bandages medic kit has rifle with one clip, no smokes/defrib/bandages sniper/HAT kit has pistol with one clip, no sniper ammo/HAT rounds/bandages Engineers kit has rifle with one clip, no mines/c4/bandages Effect on gameplay : This will prevent one surviving member of a squad picking up another (dead) players medic kit and reviving the whole squad from death status and give some respect to players choice of playing style/class choice. Will encourage squads to make sure there are basic classes like rifleman (for ammo) and medic (for defib/bandages) Will stop medics not healing special classes (like snipers) and simply taking their kit because they couldn't request it in the first place. Will make players value their lives more (a longer respawn time is a separate discussion not liked by too many people, but exploring ways to make squad movement/covering fire more effective outside of longer respawn times is all good.) If this would be implemented, the riflemans ammo resupply function needs to be doubled or trebled really. At the moment the gameplay is going towards not chasing riflemen for ammo, but risking your players life running at the enemy to kill him/her and pickup their weapon and carry on the good fight. |
![]() [R-MOD]Mongolian Dude: AH man, sarcasm is so hard to get across the web, even if we are both british [R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen! |
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Last edited by [R-CON]MrD; 10-02-2007 at 04:20 PM..
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#2 |
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sounds good and sensible enough , yeh i think this would work
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#3 |
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PR Beta Testing Team Member
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i see where you are comming from, and i think it would be a big change to gameplay, a very good change to gameplay at that,
it would be realistic as you would not have the time to search the body for all the spare kits etc, addtionally it would be an incentive to stick to your original kit and become more specialised in that area. addtionally it would make people think twice before tk'in for h4x0rz sniper rifle and other specialist kits, as they would have no ammo on them, additionally if a certain kit is required at a certin time, it means that medics have a more important role, of dieing less and rezzing the people with the right kits to do the job in short, love it and code it |
![]() [R-DEV]NickBond:well slap my buttocks and call me sandra |
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#4 |
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PR Beta Testing Team Member
![]() Join Date: Sep 2006
Posts: 1,178
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I don't like the idea. In my opinion if there is a gun with a lot of ammo on the ground next to you and you are low on ammo you should be able to pick up that gun and the ammo.
I wouldn't mind if there was some sort of delay, like you need to press g for 10 seconds to get the kit or something else like that. Would solve some of the problems you mentioned and would be pretty realistic since it's going to take some time to pick up all that equipment. And this way you would have to be in cover, you couldn't just run to a random dead body and pick up a kit since you would most likely be dead during the 10 seconds you spend there looking at the kit. |
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#5 |
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It's a good idea gameplay wise, but I think in real life if you were out of ammo/grenades and one of your fallen comrades was nearby you'd proboblly take his ammo dont you think?
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SGT.JOKER>FTW<(F#ck The World) In Game
People who take the SRAW or other H-AT weapons on insurgency are over compensating for somthing.
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#6 |
![]() ![]() Join Date: Mar 2007
United KingdomLocation: Near Leeds
Posts: 1,556
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Don't think can be done to be honest, as far as I'm aware a kits a kit and you can't do anything about it in terms of modding it after death etc.
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#7 |
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PR Lead Coder
![]() ![]() Join Date: Jun 2006
BrazilLocation: Campinas, SP
Posts: 4,224
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In short, I don't see how that would be possible to make.
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#8 |
![]() Join Date: Sep 2006
Posts: 1,437
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I don't like it. It would make more sense to just not have dead guys drop kits (Which I don't like even more LOL).
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#9 |
![]() Join Date: Jun 2007
MontserratPosts: 1,596
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I see why you'd want this but there are allready limitations in place plus the fact you are walking in a dead mans shoes
ie. whatever killed him is quite likely to kill you and often does My main objection is why would equipment suddenly disappear, if he had 2 mines before he died why would they not be there afterwards. I think what might be better is to put in lag for picking up kits, 15 seconds or so. If you take the risk to go through a dead mans backpack in the middle of a firefight you'd better have a good reason. An exploit possible at the moment is to constantly cycle kits to stop them disappearing. You can pass on multiple request kits to whoever you like in this way or even cycle two different kits to use both for your advantage ie. marksman and medic, fire off a few shots, take a hit, swap to medic, heal self a bit, swap back to marksman, etc If we made the lag on picking up someone elses kit the same as the time it takes for them to disappear, this would no longer be feasible and make the idea of being a jack of all trades impossible |
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Last edited by Sabre_tooth_tigger; 10-03-2007 at 04:01 AM..
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#10 |
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How would this be able to work with the revival/shockpaddle system? :/
If your revived you will only be able to survive for 1 mag? No field dressing ect? |
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| ammo or resources, coding, dead, empty, kits, players, virtually |
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