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Old 09-04-2008, 06:10 AM   #21
THE.FIST
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Default Re: [Original Proposal] Navy SEALs

guys instead of opening new proposal post each weak isn't it better to help other factions to make their way first? ... i mean cmon you undesrtand clearly that it wont be done in next 5 years so why you opening it ? lets say i want to play seals now in pr hmmm so lets open seals faction .. or i just watched tv about blackwater security on national georgraphic so lets open new faction ..... or i watched now movie about u.s delta force and so on WTH guys open your eyes alredy there is alredy 7 factions that need help and thats what you do
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Old 09-04-2008, 06:29 AM   #22
space
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Default Re: [Original Proposal] Navy SEALs

Fast paced SF adaptation of bf2? - Too vanilla-ish for me - plus there's already bf2 SF pack.

How about a map with say US Army, which has 4 spec ops kits, so there can be a spec ops sq ( other members officer and medic ) - that would be ideal if the kits could be locked to a sq - also it would be more realistic than having 32 spec forces all over a map - ie spec ops go first and regular army follows.

Also no offence, but you're the German Forces Mod Lead - obviously you couldnt give 100% to both.
Im sure the GF Mod will be a very popular faction - Maybe better focusing on that? ( again - no offence )
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Old 09-04-2008, 07:06 AM   #23
mammikoura
Default Re: [Original Proposal] Navy SEALs

A small suggestion. (just in case this, or any special forces faction ever gets done)
As for the balance, going with 0 respawns for the seals and infinite for the insurgents.. well that would just be stupid. It would mean A LOT of waiting, and the insurgents could just rush their way to the seals. Doesn't matter if they die 10 times, if they get even 1 hit with their AK they have done well.

So, here is the suggestion.
.Seals DO NOT have the ability to build any spawn points. (or any other buildings for that matter. There are a few rp's at the beginning of the round where the SEALs spawn. These RPs are destroyed after 3 minutes.

So the only place that the seals can respawn (after the first 3 minutes) is their rally point. This would mean that, if they manage to keep their RP up, they don't have to wait ages for the map to finish. There, however, is a slight problem. People joining in the middle of the round would have to join a squad so they can spawn. This causes problems if all the other squads are locked/full or if he wishes to create his own squad.


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Old 09-04-2008, 07:13 AM   #24
Jonny

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Default Re: [Original Proposal] Navy SEALs

I would suggest that, instead of no respawn, its just impossible to reach the fight unless you take a RIB. These would then be on a 10 min spawn time, and would explode after a short time left alone so that transport is available at regular intervals. It would have to be coded so only the SL can drive it, to stop lonewolves denying transport to loads of people.

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Has anyone really been far even as decided to use even go want to do look more like?
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Old 09-04-2008, 11:39 AM   #25
[R-MOD]KP
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Default Re: [Original Proposal] Navy SEALs

If this ever gets anywhere, I might be able to make some ZOMG1337ified M4A1s. Need to finish up a fair few things first, though.


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Old 09-04-2008, 01:18 PM   #26
~XHW~Flamestorm

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Default Re: [Original Proposal] Navy SEALs

I like the idea but shouldn´t we finish first this community mods we have? cause its a lot of work and there is a lot to do and if we distribute our modler and mapper and skinner for more factions none of this faction will be finished.


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Old 09-04-2008, 03:15 PM   #27
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Default Re: [Original Proposal] Navy SEALs

Guys, for one I do agree with the type of gameplay that this faction will offer together with Congo, but the name and faction itself might lead to things we don't want.

So instead of

1. Bashing BRTD because he wants to make another US Faction
2. Being zomg wat leet specops fail
3. Thinking this is just plain SpecOps.

No offense, but lots of community factions are just people that want to see their own country in PR, and every time again it's only one gameplay it offers, Insurgency, because of the current situation in Afghanistan and Iraq.

Now I would consider to change the name and then look further, because when BRTD PM'ed me about this I told him that this would happen:

1. Everyone would want to be SEALs

or

2. Zomg SF Fail lal you suckz

..

So contribute to this idea, and criticize it with decent arguments..


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Old 09-04-2008, 03:39 PM   #28
space
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Default Re: [Original Proposal] Navy SEALs

Brummy the main thing that differentiates SF from regular Army is training - ie the human factor. Why create a faction where the only difference is one or two different/modified guns. With my idea you could place 4 kit spawners at a forward LZ ( meaning they have to get there by helicopter, and so its more likely the same sq gets the kit )

IMO this would be much better than 32 of the most elite soldiers in the world vs 32 goat herders with aks ( Yes I know you could give them defensive positions, but still )

I think that the community factions are far more important - so what if people want to play as their country - thats part of the reason PR started! - also it will also bring new players to the main PR which is important considering the bf2 engine is well past its sell by date.
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Old 09-04-2008, 04:46 PM   #29
BetterDeadThanRed

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Default Re: [Original Proposal] Navy SEALs

Quote:
Originally Posted by [R-CON]THE.FIST View Post
guys instead of opening new proposal post each weak isn't it better to help other factions to make their way first? ... i mean cmon you undesrtand clearly that it wont be done in next 5 years so why you opening it ? lets say i want to play seals now in pr hmmm so lets open seals faction .. or i just watched tv about blackwater security on national georgraphic so lets open new faction ..... or i watched now movie about u.s delta force and so on WTH guys open your eyes alredy there is alredy 7 factions that need help and thats what you do
I opened this thread with the expectation of having to fight for acceptance of the idea, but you aren't exactly making this easy for me when you aren't looking everything over before posting. As Brummy pointed out for me thankfully, the community mods are not bringing anything new. Sure, running around as the Germans is well and good, but are they really going to offer that much more to the mod that the MEC or US Army haven't already?

I'll say again, the whole point of this is to provide rapid, objective driven, light infantry centric battles that will be quickly resolved and serve to punctuate the meat grinder, full spectrum, conventional warfare battles that currently are PR.

Quote:
Originally Posted by spacemanc View Post
Fast paced SF adaptation of bf2? - Too vanilla-ish for me - plus there's already bf2 SF pack.
Again, you aren't making this easy for me by not reading. This will in no way reflect anything special forces or BF2 oriented, nor anything PR has done so far for that matter.

Quote:
How about a map with say US Army, which has 4 spec ops kits, so there can be a spec ops sq ( other members officer and medic ) - that would be ideal if the kits could be locked to a sq - also it would be more realistic than having 32 spec forces all over a map - ie spec ops go first and regular army follows.
This doesn't mesh with anything I have said so far.

Quote:
Also no offence, but you're the German Forces Mod Lead - obviously you couldnt give 100% to both.
Im sure the GF Mod will be a very popular faction - Maybe better focusing on that? ( again - no offence )
None taken, but I am not the leader despite what my tag says. I designed the project and led it for a while, but due to real life issues was unable to continue in the forefront.


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Last edited by BetterDeadThanRed; 09-04-2008 at 08:16 PM..
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Old 09-04-2008, 05:01 PM   #30
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Default Re: [Original Proposal] Navy SEALs

I made this as a second post to clarify a few things as to how much work would need to be done for those of you who didn't review the design plan before posting: (Link is here)


The biggest project is the creation of a single map for a prototype version. I will handle this responsibility.
(Extraction type gameplay that will resolve quickly. Ideal match length would be 10-20 mins. Congolese can respawn, SEALs cannot.)

The current SF SEAL models and skins are good enough for a basic proof of concept and don't need any work for the time being.

Weapons just require a little bit of coding changes (Take US Army M4s, make automatic, ???, profit!) apart from the MP5s (of which Z-Trooper already modeled a while back) of which only the MP5SD6 needs to be skinned and coded. (The Mk12 SPR w/ silencer made an appearance back in v0.3)

All the vehicles potentially necessary (listed above in the design plan) are already finished and require no work.

This is quite literally all that needs to be done for a concept to be assembled and tested. Gentlemen, this is a very small project so no need to get our panties in a bunch. If we assemble a concept for private download and testing before a possible inclusion in public release, there is really no reason for anyone to fret.

****************************

Reproduced in the original post.


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