Given control of BF2's patching, I would implement the following:
* Add chance to render crippling, rather than destructive blows to airborne vehicles
- helicopters: disabled rotors; spins out of control; pilot/copilot has 75% chance of being killed if they try to jump out; can land on a reasonably flat surface to escape without blowing up if the chopper is mostely level
- jets: falls out of the sky; pilot takes continuous damage from flaming cockpit; 50% chance of ejection not working
- continued fire will destroy dying air vehicles
* Add chance to render crippling, rather than destructive blows to land vehicles
- tanks: turret swivel slowed/jammed or tread blown, reducing armor effectiveness. can be fixed by supply crate or engineer
- APC's: gas from damaged armor begins to hurt passengers
- land transports: destroyed tire hampers ability to control vehicle; chance of rolling, flipping, or a combo of both if initially moving at high enough speeds
- all armed land vehicles: chance of ammo igniting inside the vehicle at three bars of health, gradually taking out people within
* Restore the area-of-effect damage potential of the Blackhawk minigun to a compromising effectiveness between how it is now, and how it was at first. As it is, I can kill people faster by switching to a passenger seat with a pistol in my hand.
* Empty vehicles remain the property of their team for 10 seconds after spawning, and 5 seconds after abandonment.
* Ability to fire any non-LMG/sniper rifle firearm one-handed from Special Forces' personal quad and jetski (would make for some good Bond chases)
* A selectable revolver handgun for each army, available as a toggle in class choices. Not an unlock, but a constant feature.
* Give knives a stab animation that cycles along with all the spammed sideways blows.
* Ability to toggle slugs for shotguns. Quantity of slugs equals a single full load of shells (before reloading is required).
* Abillity to toggle C4 to timed demolition, and claymores to remote detonation.
* Ability to hold a grenade with a pulled pin (by keeping the spoon depressed) before throwing it, decreasing deployment time. Do this by holding down the left mouse button (before tosses) and the right mouse button (before roll/drop).
* Give snipers binocs for a wider field of zoomed view.
* Ability to adjust zoom ratio on binocs and scopes.
* A laser rangefinder for snipers and tanks if continued calculation of distance-to-mesh/terrain won't cause significant code lag
* Parachute given 30 second recharge time. If you get bumped by a helicopter or building, I guess you'd out of luck.
* For 30 seconds after being revived, a player will have an 8 second-to-revive delay should he die again. This should wrap up some of the the more extreme stat-pad circle jerks.
* Give significant concussive explosions a chance to knock a victim over for a brief stun period.
* Allow players with a prefix to invite players with an identical prefix to join their squad upon death.
- scenario: AMD Bubba (on the USMC side) invites AMD Urkle (on the MEC side) to join his squad; AMD Urkle accepts. Urkle dies while on MEC, and is automatically pulled over to USMC on Bubba's squad.
* New class: scout (sort of a mixture of sniper and specops). Thread here.
* Impact of significantly large bullets into terrain has a small (for balance) chance of injuring players in line with you and the impact zone (but within a certain distance beyond the impact zone) with kicked-up rocks and debris. Fire an M60 into gravel at a 30 degree angle and watch what happens to a cardboard box in front of it.
* Globally increase map stall ceiling by 15 to 30 percent.
* UAV's no longer self-destruct when expired, but instead fly off the battlefield with no further transmitted data
* Give the commander an option to place an airstrike marker (similar to the artillery marker) of his own free will, or as requested by a squad leader. This marker, once on the map, would allow a small timeframe in which aircraft can gain teampoints by killing, and avoid TK punishment from any friendlies dumb enough to sit under the strike marker. The prospect of increased score will help focus a commander's air assets, and thus increase his own score. Airstrikes ordered within a certain radius of an uncappable flag will not yield team points.
* One city map with no armor and no aircraft would be add a bit of spice. Transports and ground defense in the form of mounted LMG's still acceptable. No TOW's though, just to give AT guys something to do.
* Two new, Navy-oriented maps with appropriate vehicles, and a relevant badge.
- These armies would be fun for such a map: JMSDF (Japanese Maritime Self-Defense Forces) vs PLAN (People's Liberation Army Navy), probably in the South Pacific.
* Give a couple city maps to a China, perhaps in Southeast Asia.
- PAVN's (People's Army of Vietnam) biên phòng (Border Defense Force) vs a PLA 'patrol' (incursion) comes to mind for one map.
* A map in Hawaii for Armored Fury would be cool, as well as one for Washington/Oregon's Columbia river (I made an overmap for the latter once, but I'll have to find it again).
* Implementation of PhysX accelerator code to calculate client-end particle systems (kicked up dirt from explosions, various non-harmful debris, splashed water, etc.). Wouldn't you love to see dirt, dust and mud slapping your windshield from artillery strikes?
* For the Brigadier General rank, require either two sets of expert badges: armor/transport/ground defense, or aviator/heli/air defense. This would eliminate alot of 'chrono-padding'. Thread here.
* Fix the 'rockets/arty bouncing off of trees' bug.
* Fix the 'red-name' bug.
* Fix the 'no-effect projectile-impact after the shooter dies' (rockets and tank shells having no effect after the person who fired them gets killed, etc.) bug.
* Fix the disappearing TV-guided and laser-guided missile bug.
* Eliminate TK calculation for secondary wreckage explosion (nothing funnier than five friendlies crowding around the wrecked hull of that APC you just blew up, only to die and give you a massive ~ -20 teamscore, but still...).
* Eliminate suicides for empty vehicles colliding with a player (yes, I'm guilty of last-second bailing on my lawn darting).
These are by no means the only features I would like to see, but they were all that I was willing to type in this timeframe, and is probably more than people will be willing to read. All this being said, I expect zero "agree with everything" results in this poll. :p
* Add chance to render crippling, rather than destructive blows to airborne vehicles
- helicopters: disabled rotors; spins out of control; pilot/copilot has 75% chance of being killed if they try to jump out; can land on a reasonably flat surface to escape without blowing up if the chopper is mostely level
- jets: falls out of the sky; pilot takes continuous damage from flaming cockpit; 50% chance of ejection not working
- continued fire will destroy dying air vehicles
* Add chance to render crippling, rather than destructive blows to land vehicles
- tanks: turret swivel slowed/jammed or tread blown, reducing armor effectiveness. can be fixed by supply crate or engineer
- APC's: gas from damaged armor begins to hurt passengers
- land transports: destroyed tire hampers ability to control vehicle; chance of rolling, flipping, or a combo of both if initially moving at high enough speeds
- all armed land vehicles: chance of ammo igniting inside the vehicle at three bars of health, gradually taking out people within
* Restore the area-of-effect damage potential of the Blackhawk minigun to a compromising effectiveness between how it is now, and how it was at first. As it is, I can kill people faster by switching to a passenger seat with a pistol in my hand.
* Empty vehicles remain the property of their team for 10 seconds after spawning, and 5 seconds after abandonment.
* Ability to fire any non-LMG/sniper rifle firearm one-handed from Special Forces' personal quad and jetski (would make for some good Bond chases)
* A selectable revolver handgun for each army, available as a toggle in class choices. Not an unlock, but a constant feature.
* Give knives a stab animation that cycles along with all the spammed sideways blows.
* Ability to toggle slugs for shotguns. Quantity of slugs equals a single full load of shells (before reloading is required).
* Abillity to toggle C4 to timed demolition, and claymores to remote detonation.
* Ability to hold a grenade with a pulled pin (by keeping the spoon depressed) before throwing it, decreasing deployment time. Do this by holding down the left mouse button (before tosses) and the right mouse button (before roll/drop).
* Give snipers binocs for a wider field of zoomed view.
* Ability to adjust zoom ratio on binocs and scopes.
* A laser rangefinder for snipers and tanks if continued calculation of distance-to-mesh/terrain won't cause significant code lag
* Parachute given 30 second recharge time. If you get bumped by a helicopter or building, I guess you'd out of luck.
* For 30 seconds after being revived, a player will have an 8 second-to-revive delay should he die again. This should wrap up some of the the more extreme stat-pad circle jerks.
* Give significant concussive explosions a chance to knock a victim over for a brief stun period.
* Allow players with a prefix to invite players with an identical prefix to join their squad upon death.
- scenario: AMD Bubba (on the USMC side) invites AMD Urkle (on the MEC side) to join his squad; AMD Urkle accepts. Urkle dies while on MEC, and is automatically pulled over to USMC on Bubba's squad.
* New class: scout (sort of a mixture of sniper and specops). Thread here.
* Impact of significantly large bullets into terrain has a small (for balance) chance of injuring players in line with you and the impact zone (but within a certain distance beyond the impact zone) with kicked-up rocks and debris. Fire an M60 into gravel at a 30 degree angle and watch what happens to a cardboard box in front of it.
* Globally increase map stall ceiling by 15 to 30 percent.
* UAV's no longer self-destruct when expired, but instead fly off the battlefield with no further transmitted data
* Give the commander an option to place an airstrike marker (similar to the artillery marker) of his own free will, or as requested by a squad leader. This marker, once on the map, would allow a small timeframe in which aircraft can gain teampoints by killing, and avoid TK punishment from any friendlies dumb enough to sit under the strike marker. The prospect of increased score will help focus a commander's air assets, and thus increase his own score. Airstrikes ordered within a certain radius of an uncappable flag will not yield team points.
* One city map with no armor and no aircraft would be add a bit of spice. Transports and ground defense in the form of mounted LMG's still acceptable. No TOW's though, just to give AT guys something to do.
* Two new, Navy-oriented maps with appropriate vehicles, and a relevant badge.
- These armies would be fun for such a map: JMSDF (Japanese Maritime Self-Defense Forces) vs PLAN (People's Liberation Army Navy), probably in the South Pacific.
* Give a couple city maps to a China, perhaps in Southeast Asia.
- PAVN's (People's Army of Vietnam) biên phòng (Border Defense Force) vs a PLA 'patrol' (incursion) comes to mind for one map.
* A map in Hawaii for Armored Fury would be cool, as well as one for Washington/Oregon's Columbia river (I made an overmap for the latter once, but I'll have to find it again).
* Implementation of PhysX accelerator code to calculate client-end particle systems (kicked up dirt from explosions, various non-harmful debris, splashed water, etc.). Wouldn't you love to see dirt, dust and mud slapping your windshield from artillery strikes?
* For the Brigadier General rank, require either two sets of expert badges: armor/transport/ground defense, or aviator/heli/air defense. This would eliminate alot of 'chrono-padding'. Thread here.
* Fix the 'rockets/arty bouncing off of trees' bug.
* Fix the 'red-name' bug.
* Fix the 'no-effect projectile-impact after the shooter dies' (rockets and tank shells having no effect after the person who fired them gets killed, etc.) bug.
* Fix the disappearing TV-guided and laser-guided missile bug.
* Eliminate TK calculation for secondary wreckage explosion (nothing funnier than five friendlies crowding around the wrecked hull of that APC you just blew up, only to die and give you a massive ~ -20 teamscore, but still...).
* Eliminate suicides for empty vehicles colliding with a player (yes, I'm guilty of last-second bailing on my lawn darting).
These are by no means the only features I would like to see, but they were all that I was willing to type in this timeframe, and is probably more than people will be willing to read. All this being said, I expect zero "agree with everything" results in this poll. :p
Last edited by unnamednewbie13 (2006-04-11 18:35:21)