Smithereener
Member
+138|6335|California

Nenad1234BGD wrote:

2. Minimum number of votes must exist, like half of the peeps or something?
Yeah that might work. Because I can see a lot of exploiting that -1 overall votes if there was no limit.

Just to clarify: There is a commander that a certain person seems to hate for some reason. As a result, he deliberately goes running into any friendly artillery strikes, thus continually reducing the number of votes needed to kick the commander off his position. Pretty soon, the smacktard will be able to get the commander off by his vote only. Having the minimum it can go to half of how many people are in the server (rounded down IMO, but whatever) will get rid of the aforementioned exploit.

@M.O.A.B.

Besides the large map idea, the one idea I really, really liked was the destroyed vehicle one (husks). I think it'd be pretty damn cool to have a battlefield littered with destroyed tanks all over, impeding movement, providing cover, etc. But just in case things get too crowded, the husks should still be able to be removed/destroyed by explosives.
golgoj4
Member
+51|6793|North Hollywood

DeathBecomesYu wrote:

iamzamo wrote:

Nenad1234BGD wrote:

Proposed game-play concepts for BF Series (Volume 1)



Blah....blah...blah
too much time on your hands mate
Sorry for the Blah, blah...just didn't want to make a huge quote pyramid. On the other hand...yes...too much time on your hands and this is only Volume #1?? Really, put some effort into something else. Do you really think anyone at EA/ Dice is going to read this? Maybe a few dozen here might take the time to read the whole thing, sorry I tried but after a few paragraphs..I couldn't. I give you an "A" for effort but honestly it is a waste of your time.
Way to encourage discussion ... jeez people do we all have to knock him for writing some thing thats LONG? OMG you might actually have to read something that doesn't cater to your ADD (and when I say your, i mean everyone here, not specifically you death). Yeah its long. But we don't have to berate the guy because he took the time and effort to do this. Who's to say he and a developer from a different organization don't hook up and start on an entirely new animal outside of EA's Battlefield franchise.

Im not tryin to single out Death on this, I think in general we could do with less posts discouraging things that aren't catch phrases and fit neatly in 1 paragraph. Not that im all about smacktard rants (of which I have been guilty)

great ideas OP don't let it discourage.

edit: i read more boring crap all day as part of my job(contractor) and more interesting but just as long in my personal life (geek).

Last edited by golgoj4 (2007-07-18 17:41:47)

Ilocano
buuuurrrrrrppppp.......
+341|6686

Spot whoring.
M.O.A.B
'Light 'em up!'
+1,220|6242|Escea

I just thought of a new idea to add to mine, crushable vehicles, small vehicles like jeeps and cars etc can be crushed by tanks and APC's rather than just bumping into them and causing damage to the armored vehicle.
unnamednewbie13
Moderator
+2,053|6791|PNW

All this depending on if EA wants to veer from its established BF formula...

Here's a few of my old posts with similar suggestions. I don't even remember what half of them were about, but they're what came up on a search:

http://forums.bf2s.com/viewtopic.php?id=15477 - Scout Kit
http://forums.bf2s.com/viewtopic.php?id=55039 - Misc Changes (mostly applicable to BF2, not 3)
http://forums.bf2s.com/viewtopic.php?id=55047 - Transport Changes
http://forums.bf2s.com/viewtopic.php?id=20705 - More Tweaks
http://forums.bf2s.com/viewtopic.php?id=18479 - Give us navy, dammit!

Original in white, inserts in yellow, post-paragraph comments in italics:

Nenad1234BGD wrote:

Proposed game-play concepts for BF Series (Volume 1)

Campaigns/Scenarios

Link up several maps in sequences, as sequences of events on the battlefield depending on the outcome of the battles. This would make players play longer continuously and provide a feeling of advancement in particular battlefield. The particular battles could be made "winnable" in best of three series. The number of series can be adjusted by server, thus allowing longer play on particular maps. The team that wins three (or more) battles takes over initiative to get deeper into enemy territory. Sequences of up to three Campaign maps would make team win the mini-campaign. An incentive should be provided through the point system for players to continuously play-on. This could be done by awarding honour points.

- Matches can already last upwards to an hour, which is great for off-and-on playing, but not everyone has time for a full-day campaign. Additionally, resetting battles every now and then can help shake things up a bit. Servers shuffle players around between matches, people leave, and new people join. But the idea's good and and implementable as multiplayer campaigns, so long as each subsequent map stages battles with teams on equal terms. Less realistic, but better for gameplay.

Awards and medals could be awarded for completion of separate campaigns successfully. Winning teams commanding officers should receive additional bonuses for successfully deployment of the troops and selecting appropriate strategy.

- Campaign ribbons would be a good substitute for 'honour points.'

To be a commanding officer, player needs to complete "Commanding Officer's training" to be able to lead troops effectively. This could be done separately from the game, and should include testing of the candidates. Only an eligible and trained player can apply for position of CO on a map/campaign. In case several players apply at once, the highest ranking player gets the position. Once a CO is selected he is there until the end of that campaign or until voted off the position. Percentage of votes needed is reduced by number of team-kills commander has caused. For instance team-kills with artillery barrage.

- Add to this an option for players to vote in an 'unproven' player as commander. Useful for when nobody else wants to take it. Additionally, a commander can't help if a bunch of players ass out on the battlefield and go out of their way to catch shells on their tongues. No penalty should be automatically applied to indirect team-killing.

The CO is given a spectre of possible troops/units to deploy on a particular map. Depending on specialization of the particular CO, he could assign more armoured units or more artillery to his team. COs are awarded honour points which allow them to locate more assets on the battlefield. Enemy can capture assets is battle is lost. In 30 secs before the start of the game CO will be placing starting positions of different units on the map as well as base defences. Those will be the starting points for the squads to deploy and select their custom assets.

- Yes. Commanders should be given more toys to play with, if people expect them to more naturally fall into the habit of strategy, rather than engaging in run'n'gun themselves.

Individual players can choose which unit they want to join and spend the rest of the battle with their unit. Unit changes are allowed only at the end of a battle. Certain unit types have pre-defined number of players that can join. For example, for each artillery piece only one player is allowed. Squads of SF teams are up to four men.. etc. Squad leaders are the highest ranks in the squad. More dedicated players could name their individuals squads and design own coats of arms.

- I like the idea of being able to lock yourself to a squad. Here's how it could work:

Alpha Squad has four players: Bob, Joe, Xap and Tigger. Johnson joins. Johnson applies for 'permanent' squad membership, and the squad leader can accept or decline. If he accepts, Johnson will remain in the squad for the remainder of the squad's existence throughout the current game and subsequent matches, or until he disconnects.


Skills

With the advancement in ranks, players get to select unlocks, additions to their equipment and specialization in particular skills. There should be a total of (4) levels to advance to for skills of particular types of soldiers. For example medic on the first level with one medic bag would heal only 25% of the health, with medic on level 4 healing 99% of the health. Higher level medics can revive dead soldiers, but when revived soldiers have little energy. Engineers could specialise in speed of repairs or the amount of repairs, so an engineer on level 1 would be able to repair only 25% of an asset, level 4 engineer can repair the entire thing.

Custom assets would allow players to further specialise in particular fields of combat. For instance, SpecOps could specialise in scuba diving on water maps to approach some locations unnoticed. Additional assets could include underwater-propulsion.

- Good idea. Looks like it might get a bit too complicated, though. I don't have time to delve too much into it right now, so I'll insert a few suggestions.

Skills and Custom Assets of Different Kits

SpecOps
- Skills:
    - Explosive ordinance
          1. Allows planting of remote controlled explosives (pretty much the same as the C4 in BF2)
          2. Allows planting of timed charges (similar as C4, but only with with 30 secs charge)
          3. Defuses all kinds of explosives (except landmines) (defuses explosives in 10 secs)
          4. [need a suggestion] "Detect explosive ordnance", similar to a D&D-style "detect trap." Skull/crossbones icon appears within certain range of enemy explosives, enemy icons appearing as a different color.
    - Underwater operations
          1. Basic underwater skills (allows player to dip under water and swim invisible to the enemy on surface)
          2. Allows use of underwater propulsion systems (allows faster swimming under water)
          3. Allows use of demolitions under water (1 and 2 of explosives) (can plant explosives underneath RIBs)
          4. Allows use of covert-op equipment under water (silenced guns can now operate under water, otherwise only knives are used)
    - Cover operations
          1. Ghile suits (camo suits, forest type only)
          2. UAV avoidance equipment (allows player not to be seen by uav when being specops with this capacity)
          3. Locators  (Locators can be used to signal to arty where to fire, signals shown on map)
          4. Silenced weapons (silenced main gun)
    - Recon and signaling
          1. Binoculars (can spot enemies further away)
          2. Allows use of Laser guidance for aircraft (can pinpoint targets for airplanes or helicopters. missiles fired from jets or helis will hit the target if in line of sight)
          3. Smoke signals for artillery (alternative signaling method, could attract artillery or ask for reinforcement or pick up by heli)
          4. Allows Hacking into enemy UAV system (can hack in and see where it is deployed)

Custom Assets:
    - Explosives
    - Underwater propulsion and suit
    - Silenced weapons
    - Locators/laser guidance systems

Snipers
    - Skills
          - Recon and Signaling
             1. Binoculars (can spot enemies further away)
             2. Allows use of Laser guidance for aircraft  (can pinpoint targets for airplanes or helicopters. missiles fired from jets or helis will hit the target if in line of sight)
             3. Smoke signals for artillery (alternative signaling method, could attract artillery or ask for reinforcement or pick up by heli)
             4. Allows use of body heat sensors (can spot the enemies behind walls and fences up to 50m away)
          - Camouflage
             1-3. Selection of four different camo types according to battle terrain (different suits to blend in forest, desert or snow)
             4. UAV avoidance equipment becomes available (allows player not to be seen by uav when being sniper with this capacity)
          - Counter-Sniping
             1-4. Selection of scopes for different distances (only one scope per battle) (improved visibility over longer ranges)
          - CQB Training
             1. Claymores, remotely detonated (something like c4 in bf2, only against infantry)
             2. Claymores become automated (current claymores)
             2. HP Pistol (unlock) (more powerful pistol, for CQB, not silenced)
             3. Knife throwing skill (throw one knife at the enemy and pick it up, instant kill at short ranges)

Custom Assets
    - Locators and signaling devices
    - High power sidearm
    - Heartbeat sensor
    - Scopes

Assault
    - Skills:
       - General Skills
          1. Medic I skill available if appropriate kit is picked up (can heal up to 25%)
          2. Engineer I skill available if kit is picked up (can repair up to 25%)
          3. Support I skill available if kit is picked up (can rearm up to 25%)
          4. Recon and Signaling I skill available if kit is picked up (binoculars available for use)
       - Assault Skills
          1. Run 10% faster than normal
          2. Reload 10% faster than normal
          3. Climb objects with no aids up to 1.10% of one's heights
          4. Reduce damage from jumps from high altitudes by 50%
       - Para's
          1. Allows carriage of parachutes - automatic opening when deploying from aircraft
          2. Manual opening of parachutes
          3. Automatic HALO skill (on minimum height)
          4. Allows use of mountable MG (unlock) (can be fixed for improved accuracy and has limited amount of ammo)
       - War Veterans
          1. 10% faster recovery from flash-bangs
          2. 10% faster recovery from tear gas
          3. 50% 25% less screen shake-ups on strong explosions
          4. [need a suggestion] 25% physical endurance regeneration

- Custom Assets
    - Parachutes
    - Machine Gun
    - Shovel (to dig in in a position, where situation allows)
    - Coloured smoke grenades

Support
    - Skills:
       - Straight
          1-4. Number of ammo bags one can carry (can be refilled only by supply crate)
       - Support skills
          1. Refills 1/4 of all ammo needs with one bag
          2. Refills 1/2 of all ammo needs with one bag
          3. Refills 3/4 of all ammo needs with one bag
          4. Refills ammo completely with one bag
       - Agility
          1-4. Reduced pace at which stamina is decreasing on running/jumping by 10%
       - Special Functions
          1. Reloads rockets for AT
          2. Reloads rockets for Stinger/Igla
          3. Allows use of revolving grenade launcher (unlock)
          4. Body armor increase by 10%

Custom Assets
    - Revolving grenade launcher
    - Ammo bags
    - AT Rockets
    - Stinger Rockets

Medic
    - Skills:
       - Medical Skills
          1. Refills 1/4 of all health needs with one bag
          2. Refills 1/2 of all health needs with one bag
          3. Refills 3/4 of all health needs with one bag
          4. Refills health completely with one bag
       - Emergency skills
          1. Drag Body (allows player to drag wounded teammate to safety before reviving him)
          2. Revive person
          3. [need suggestion]
          4. Revive the killed person
       - Agility
          1-4. Reduced pace at which stamina is decreasing on running/jumping by 10%
       - Combat skills
          1. Parachute (skill 2 equivalent of assault)
          2. Body armor increase 10%
          3. War Veterans 3 skill equivalent from assault
          4. Allows use of assault rifle (unlock) (normally medics are armed with sub-machine gun)

Custom Assets
    - Shock paddles
    - Assault Rifle (unlock)
    - Parachutes
    - Coloured smoke grenades

Anti Tank
    - Skills:
       - Anti Tank specialist
          1. Deals 5% more damage to vehicles
          2. Deals 10% more damage to vehicles
          3. Deals 15% more damage to vehicles
          4. Deals 20% more damage to vehicles
      - Explosive ordinances (can use explosives)
          1. Can plant explosives if appropriate kit is selected
          2. Can defuse explosives if appropriate kit is selected
          3. Can place landmines
          4. Can defuse landmines
       - Armour and physique
          1. Body armor up 10%
          2. Body armor up 20%
          3. Stamina improvement 5%
          4. Stamina improvement 10%
       - General combat skills
          1. Medic I skill available if appropriate kit is picked up
          2. Engineer I skill available if kit is picked up
          3. Parachute can be used
          4. Recon and Signaling I skill available if kit is picked up

Custom assets
    - AT rocket
    - AA rocket
    - Parachute
    - Shotgun (unlock)

Engineer
    - Skills
       - Engineering skills
            1. Can repair up to 1/4 of damage
            2. Can repair up to 1/2 of damage
            3. Can repair up to 3/4 of damage
            4. Can repair full damage
       - Agility and speed
            1-4. Improves speed of repairs by 10% each level
       - Explosive ordinance
            1. Can plant land mines
            2. Can defuse land mines
            3. Can defuse any other explosives
            4. Can Hack-out enemy interference with UAV (every once in a while engineers should check if there is someone hacked into the UAV)
       - Proficiency trainings
            1. Artillery use (can man the artillery. cannons are manually operated, with infinite ammo can fire ONLY on CO's order)
            2. Infantry mortar use (unlock) (just like arty, but on a smaller scale, max 300m range)
            3. Disable vehicles I (cars, tanks) (vehicle appears fine, with full armor, but health is 0 and has to be repaired)
            4. Disable vehicles II (helis and jets) (same as above)

Custom assets
    - Lang mines
    - Infantry mortar (unlock)
    - Defuse/Disable equipment
    - [need suggestion] vehicle sabotage kit


*snip*

That's all I got time for

Last edited by unnamednewbie13 (2007-07-18 18:09:06)

tjocka_vita_kisset
The Sweede
+15|6163|Malmö, Sweden

RaZoRbLiTs wrote:

Does a bf 3 come?
lol, they made Die Hard 4 so does a bear shit in the forest?
Heavy_Guns_91
I hand out purple hearts like candy
+72|6422|Alberta, Canada
Lol at the snipers throwing knifes part. I remember that from BF1942:SW.
PrivateVendetta
I DEMAND XMAS THEME
+704|6210|Roma

Smithereener wrote:

@M.O.A.B.

Besides the large map idea, the one idea I really, really liked was the destroyed vehicle one (husks). I think it'd be pretty damn cool to have a battlefield littered with destroyed tanks all over, impeding movement, providing cover, etc. But just in case things get too crowded, the husks should still be able to be removed/destroyed by explosives.
If you did that, there would undoubtedly be people exploiting them for blocking bridges etc.  (drive the car to the desired loaction, blow up, create impenetrable barrier to enemy vehicles.)
On long round it would also get incredibly crowded.  Maybe have it so that there can only be 2 husks of one APC around before the oldest one explodes.  Leaves a nice 'War' feeling but not excessively cluttered.
https://static.bf2s.com/files/user/29388/stopped%20scrolling%21.png
M.O.A.B
'Light 'em up!'
+1,220|6242|Escea

PrivateVendetta wrote:

Smithereener wrote:

@M.O.A.B.

Besides the large map idea, the one idea I really, really liked was the destroyed vehicle one (husks). I think it'd be pretty damn cool to have a battlefield littered with destroyed tanks all over, impeding movement, providing cover, etc. But just in case things get too crowded, the husks should still be able to be removed/destroyed by explosives.
If you did that, there would undoubtedly be people exploiting them for blocking bridges etc.  (drive the car to the desired loaction, blow up, create impenetrable barrier to enemy vehicles.)
On long round it would also get incredibly crowded.  Maybe have it so that there can only be 2 husks of one APC around before the oldest one explodes.  Leaves a nice 'War' feeling but not excessively cluttered.
That's why I suggested crucshing smaller vehicles with large ones of being able to push them out of the way with other small vehicles. It would be generally unlikely that someone would steal a tank and use it to block a bridge. Also you can clear husks or at least make them smaller with explosives, see previous quote.
AlienWrath2121
Member
+7|6331|Behind you with a large rifle
2 things
#1.  This reads more like a strategy roleplaying game then an arcade first person shooter
#2.  Why is this at all fun?
Nenad1234BGD
Member
+16|6441

M.O.A.B wrote:

PrivateVendetta wrote:

Smithereener wrote:

@M.O.A.B.

Besides the large map idea, the one idea I really, really liked was the destroyed vehicle one (husks). I think it'd be pretty damn cool to have a battlefield littered with destroyed tanks all over, impeding movement, providing cover, etc. But just in case things get too crowded, the husks should still be able to be removed/destroyed by explosives.
If you did that, there would undoubtedly be people exploiting them for blocking bridges etc.  (drive the car to the desired loaction, blow up, create impenetrable barrier to enemy vehicles.)
On long round it would also get incredibly crowded.  Maybe have it so that there can only be 2 husks of one APC around before the oldest one explodes.  Leaves a nice 'War' feeling but not excessively cluttered.
That's why I suggested crucshing smaller vehicles with large ones of being able to push them out of the way with other small vehicles. It would be generally unlikely that someone would steal a tank and use it to block a bridge. Also you can clear husks or at least make them smaller with explosives, see previous quote.
I think husks should not stay for too long. Approximately as long as it takes for the new vehicles to spawn. Or maybe indeed 2 husks of one vehicle at the time. Still it could be crowded.

Destructable husks, yes please. Maybe with grenades or explosives.
Noobeater
Northern numpty
+194|6466|Boulder, CO
Great idea's again, I would provide karma but its not yet been 24 hours since i last gave you some.
M.O.A.B
'Light 'em up!'
+1,220|6242|Escea

Man I so wish we could make a BF game with these ideas, imagine a pesky sniper in a room firing through the window. Tankcannon elevates, fires, boom, sniper dead, big hole in building, gas line ruptured, sparks from gunfire ignite gas, another boom, building gone.
Nenad1234BGD
Member
+16|6441

AlienWrath2121 wrote:

2 things
#1.  This reads more like a strategy roleplaying game then an arcade first person shooter
#2.  Why is this at all fun?
It would comprise FPS with both tactics and strategy. Adding a personal touch to it also makes game feel more responsive to player's preferences. The fun is in seeing how far can you improve and learn something new. Plus, adjusting the game slightly to suit your play style and seeing how others adjust to it can be very fun. In my view.

Thanks for asking the right questions!
PrivateVendetta
I DEMAND XMAS THEME
+704|6210|Roma
I don't like the whole 2142 set-up, it makes it take too long getting in to the game, and too much emphasise on unlocks. That means the better players have better equipment to make them even better!
https://static.bf2s.com/files/user/29388/stopped%20scrolling%21.png
M.O.A.B
'Light 'em up!'
+1,220|6242|Escea

What about a sort of credit system, winning the match gives your team a set number of credits shared per player. The more players/larger the map the less credits per player. These credits could then be used like the unlock points to add new components to your weapon, like sights, laser pointers, bigger magazines and such. Just a thought.
Smithereener
Member
+138|6335|California

PrivateVendetta wrote:

Smithereener wrote:

@M.O.A.B.

Besides the large map idea, the one idea I really, really liked was the destroyed vehicle one (husks). I think it'd be pretty damn cool to have a battlefield littered with destroyed tanks all over, impeding movement, providing cover, etc. But just in case things get too crowded, the husks should still be able to be removed/destroyed by explosives.
If you did that, there would undoubtedly be people exploiting them for blocking bridges etc.  (drive the car to the desired loaction, blow up, create impenetrable barrier to enemy vehicles.)
On long round it would also get incredibly crowded.  Maybe have it so that there can only be 2 husks of one APC around before the oldest one explodes.  Leaves a nice 'War' feeling but not excessively cluttered.
That's the reason I put in there, husks should be destructible. I'd imagine that it would get pretty crowded, therefore letting people destroy the barriers with some kind of explosive should alleviate the mess.
AlienWrath2121
Member
+7|6331|Behind you with a large rifle

M.O.A.B wrote:

What about a sort of credit system, winning the match gives your team a set number of credits shared per player. The more players/larger the map the less credits per player. These credits could then be used like the unlock points to add new components to your weapon, like sights, laser pointers, bigger magazines and such. Just a thought.
That's the way GRAW works and it's a total cluster F...  first thing is the campers who just sit on your spawn earning points improving their weapons to the point that even if you manage to get away from the spawn point clean you'll be dead shortly after from long range nade lobs.  Second is the hackers(you know they'll be some), first thing they hacked in GRAW was the rewards for the guns so that they could have the most powerful weapons right at the start.
AlienWrath2121
Member
+7|6331|Behind you with a large rifle

Nenad1234BGD wrote:

AlienWrath2121 wrote:

2 things
#1.  This reads more like a strategy roleplaying game then an arcade first person shooter
#2.  Why is this at all fun?
It would comprise FPS with both tactics and strategy. Adding a personal touch to it also makes game feel more responsive to player's preferences. The fun is in seeing how far can you improve and learn something new. Plus, adjusting the game slightly to suit your play style and seeing how others adjust to it can be very fun. In my view.

Thanks for asking the right questions!
I just see it taking a hell of a lot of setup time for the commander(assigning spawn points or laying out his strategy[didnt quite follow that part] and deligating resources while the rest of the team sits around waiting to play).  I kinda like the idea because it would bring a realistic feel to it, instead of the random sprint for any point and hope you get helped thing... but the opposing side of me says sometimes I just like to get on the computer and shoot at stuff and this format wouldnt lend it self well to the people who only have time in the day for a game or two... it's more like caterring to people with nothing to do but play games(dont get me wrong, I envy those folks... but I'll never be one).
M.O.A.B
'Light 'em up!'
+1,220|6242|Escea

I'm not sure if this is what you meant by being the same as GRAW, but the whole team has to win the match, earning awards and such will not get you these points and neither would padding ammo giving points, heals etc. Each player on the winning team would also get the same amount as well, it could inspire more teamwork.
AlienWrath2121
Member
+7|6331|Behind you with a large rifle

M.O.A.B wrote:

I'm not sure if this is what you meant by being the same as GRAW, but the whole team has to win the match, earning awards and such will not get you these points and neither would padding ammo giving points, heals etc. Each player on the winning team would also get the same amount as well, it could inspire more teamwork.
Ahhh my mistake, I didnt understand you meant team victory for points... I somehow understood it as awarding points for upgrades for individual performance.
M.O.A.B
'Light 'em up!'
+1,220|6242|Escea

No probs, I should have written it like that originally to avoid confusion .

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