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| PR Suggestions : Suggestions from our community members. |
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#1 |
![]() Join Date: Jul 2005
Location: Bay Area
Posts: 37
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I am, along with the majority of PR players, eagerly awaiting the next release of PR, but in the meantime I do have a suggestion.
I don't know if this has yet been suggested, but the whole swapping kits thing is a bit unrealistic. For example, if I'm a sniper on, say, Jabal al-Burj and I hit an enemy squad's medic and he goes down. What will happen most of the time is someone else swaps the medic kit with his own, quickly revives the medic (who picks up whatever kit the other person had) and their roles are effectively reversed and it's as if the squad never lost the medic at all and I wasted a perfectly good bullet. And that's where I think its unrealistic; a field medic has the specialized training needed to patch up wounded soldiers and being able to infuse the average-joe riflemen with all of the necessary experience needed when he simply picks up a pack of defibullators is a tad ridiculous. As a matter of fact, the same could be said of almost all specialty kits; shouldn't there be at least some sort of penalty for picking up a HAT system when your soldier has never fired one in the field before? (This ESPECIALLY concerns the roles of snipers and spec-ops kits) I'm not sure if weapons familiarization covers thing like H/L AT and grenadier roles, but even if there is, shouldn't there be some sort of penalty involved when operating a weapons system you don't specialize in? However, the bulk of my argument remains with the whole medic kit-swapping problem. Basically the only way to cripple a squad is to take out the SL before he sets a rally or if he has, go rally hunting the good old fashioned way. Thoughts? Sorry if it's a bit long. |
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#2 |
![]() Join Date: Nov 2007
United States of AmericaLocation: Ahmarika
Posts: 1,443
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Re: Mission critical roles
Agree with medic part. Nothing else.
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#3 |
![]() Join Date: Apr 2007
NetherlandsPosts: 830
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Re: Mission critical roles
medic kit limited to 2 per squad and have them dissapear quiker than other kits?
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#4 |
![]() Join Date: Nov 2006
Posts: 25
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Re: Mission critical roles
mabye when you pick up the mdic kit you have zero ammo for the defibrillator, so that you can't revive until you get ammo. You should get all other ammo with the kit (rifle ammo, smoke granades, etc.).
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#5 |
![]() Join Date: Nov 2007
United KingdomLocation: Shire of Staffs - England
Posts: 951
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Re: Mission critical roles
I had an idea a while back...
http://www.realitymod.com/forum/f18-...tock-kits.html Not sure if it'd work tho. |
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#6 |
![]() Join Date: Apr 2008
United KingdomPosts: 65
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Re: Mission critical roles
yes good idea
maybe also add some kind of server statistics that are server side saved, and you can display readouts of them for you in the scoreboard... this stats should for example be organized like, you need a mins of 200 kills with the marksman kit, to get marksman qualification, and marksman rank is displayed, and only after that you can request sniper kit for example? and you need say 100 kills as rifleman to get rifleman qualification and be able to use and request marksman kit the same lets say for medic with 25 revives and 25 heals and request qualified medic to get more bandages or smoke grenades, and you are denied to use/pickup qualified medic when you dont have that qualification and also lets say you need at least 100 kills for example for rifleman, to be able to pickup any kits and so on this would give the ppl certain qualifications and ppl will specialize for 2 roles for example and not grab the sniper or HAT kits everytime... just the question of setting the engine up to work with this statistics what do you think about it? |
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#7 |
![]() Join Date: Dec 2007
United States of AmericaLocation: New York
Posts: 273
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Re: Mission critical roles
I agree deprave.
I actually was going to make a post about this at some point in the near future. But you took the words out of my mouth. I find it quite annoying that friendly units can pick up any kit specialized kit and immediately use it like they had it all along. I feel specialized kits should have a penalty or a negative impact on friendly units swapping these out. Only thing I can think of is there being a message stating "You are not authorized to use this kit." and will kill the player in 10 seconds if not put down. Then upon the 2nd time it's picked up by a player it instantly kills the player for attempting to cycle the kit. Specialized kits (Penalties):
Standard kits (No Penalties):
* - Although I've never seen issues being created by people swapping Crewman or Pilot kits, I can understand the logic in having Crewman and Pilot kits being considered "specialized." |
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"... As PR continues to struggle to find realism in infantry combat; the aspect of quick reflexes has been replaced by encouraging camping instead."
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#8 |
![]() Join Date: Apr 2008
United KingdomPosts: 65
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Re: Mission critical roles
On the other hand, M.Warren, you have no chance as an APC anymore, just because the light AT is being swapped 10k times when one LAT guy dies. Why not be able to qualify during your games to be able to use/pick up them, or only the "light" kit version.
And not being able to pick up any medic kit, means that you wont be able to heal noone if the squad gets a grenade, the medic is instanned all the others injured to half. Why are all the others not able to use a medic bag and heal themselves? YouŽll have to wait everytime until your medic respawns again before you advance... |
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#9 |
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PR Developer
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Re: Mission critical roles
Problem is, these weapons are almost ALWAYS deployed within a fireteam.
One gunner, one loader/spotter/security, and both are trained in their use. They both help setup /transport/maintain the weapon, and are BOTH equally proficient in using the weapon. We dont want to over specialize in PR, cause then we will need an entire slew of new classes: MG Assistant, HAT Assitant, AA Assistant, Sniper Spotter, etc etc. Assume that a normal rifleman can act as one of these specialized roles when he is in company with a special weapons kit. I like to run a "special weapons" squad that specializes in a particular area. For example when I run with HAT, i will have a 3 man locked squad, with a HAT gunner, officer and rifleman. We assume that the officer and rifleman in this locked squad are also proficient with the use of HAT, without requiring them to request specific kits to that role, which would basically be the exact same loadout they got now, with only exception being they are "allowed" to pickup the HAT kit if it goes down. That is a needless amount of complexity for not much gain "in case" the HAT guy gets hit. |
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#10 |
![]() Join Date: Jul 2008
Location: Los Angeles
Posts: 38
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Re: Mission critical roles
thats a good idea!
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VIOLENCE IS POWER
in game name: [420]Rifle-death Favorit servers: Tactical Gamer, Battle arena, Texas Team, HOG Chicago, Join my Squad! Follow my Orders! |
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