View Full Version : How About a new type of soldier??
Grey_Hunter
01-02-2007, 09:25 PM
I was just wondering if anyone else had thought of this...... what about incorporating different abilities from recon, engineer,support and assault and pick your weapon from what you may have unlocked..example; lambert carbine from recon, smoke grenade from assault, defuser from engineer, shield from support. Kinda like make your own inventory as long as you have the unlocks to do so. Unless it would make a "uber soldier" it would be fun to pick up other kits to see what people kit thier soldiers out as.
Merciless-
01-02-2007, 09:35 PM
Hmm..A God soldier? Uhm..no
Imagine, a Zellar, Advanced Ammo hub, advanced health hub, pulse meter, etc.
Heyallz no
This has been suggested many times, and other games have tackled it. I think it's a lovely idea, myself.
The items could be assigned weights, and your soldier would only be able to carry a certain amount - thus creating balance while allowing for max customization. Or you could use the slot model where you have a "crate slot", for example, that could house ammo OR health (or you could fill it with something else). But never both.
brian_FL1
01-02-2007, 09:46 PM
This has been suggested many times, and other games have tackled it. I think it's a lovely idea, myself.
The items could be assigned weights, and your soldier would only be able to carry a certain amount - thus creating balance while allowing for max customization. Or you could use the slot model where you have a "crate slot", for example, that could house ammo OR health (or you could fill it with something else). But never both.
If you have ever played Socom 3 they did the same thing. It ended up ruining the whole game. Everyone would either have the most powerful rifle with a silencer, grenade launcher and high scope. Imagine spawning in and immediately getting blasted by a grenade, rocket, high powered silenced sniper rifle, etc every time you spawned. I think there should be SOME limited customization (like it is now) but nothing too extreme.
Grey_Hunter
01-02-2007, 09:46 PM
I'll go with the slot type model, I wouldnt want it be overly powerful just allow me to pick those things I like the best ..maybe only one item from each kit along with the batnet thingy...nice to be able to drop a smokey reload behind a shield and send a pilium into some poor sap.lol
BrotherWill
01-02-2007, 09:50 PM
I got two reasons why this will never happen. RDX and Ammo hub.
Aedus
01-02-2007, 09:57 PM
Er... NO.
RDX and ammo hub with the Krylov... hahaha.
AHAHAHAHAHA...
HAHAHAHAHAHAHAHAHAHAHAHAHAHA!
Sorry i think i just spunked my pants
mekender
01-02-2007, 10:09 PM
imagine the traps you could set with motion mines, APMs and the ganz?
If you have ever played Socom 3 they did the same thing. It ended up ruining the whole game. Everyone would either have the most powerful rifle with a silencer, grenade launcher and high scope. Imagine spawning in and immediately getting blasted by a grenade, rocket, high powered silenced sniper rifle, etc every time you spawned. I think there should be SOME limited customization (like it is now) but nothing too extreme.
Citing a bad implementation of a general conceptual idea is not a valid objection to the concept itself.
Just as they did it poorly, someone else could do it well. Games like Tribes 2 and Planetside have featured variations of the a la carte inventory system, and they both did it quite well.
I think there's huge promise for the idea, but the Battlefield series is far too mired in its "kits" to make the shift.
Aedus
01-02-2007, 10:13 PM
it could work if they toned it down, like say...
If you weren't assault and you choose medic hub it only lets you heal half as fast, and if you chose RDX but weren't recon it only gave you 3 instead of 5
etc etc.
Apart from that no
-=KOF=-IVirusI
01-02-2007, 10:16 PM
I dont personally like that idea :
i can imagine me
krylov
Ammo hub
Med hub
Ap mines
I WOULDNT DIE!!!
Spamming apm mines everywhere and uding that kyrlov
Nah... it would be too open for abuse
PawnStar
01-02-2007, 10:28 PM
I was just wondering if anyone else had thought of this...... what about incorporating different abilities from recon, engineer,support and assault and pick your weapon from what you may have unlocked..example; lambert carbine from recon, smoke grenade from assault, defuser from engineer, shield from support. Kinda like make your own inventory as long as you have the unlocks to do so. Unless it would make a "uber soldier" it would be fun to pick up other kits to see what people kit thier soldiers out as.
I am afraid that would result in Da Übersoldier: :p
Say hello to Mr. Pawnzor lol
http://img297.imageshack.us/img297/710/2142uberyf5.jpg
PawnStar
01-02-2007, 11:33 PM
Everyone class with his strengths and weaknesses..
http://img413.imageshack.us/img413/4378/2142mountainid4.jpg
nutcrackr
01-02-2007, 11:38 PM
ammo hub and pilum.... I'm in heaven.
Filippo
01-02-2007, 11:52 PM
Wow, people have some WEIRD tastes for their uber soldier..
imagine the traps you could set with motion mines, APMs and the ganz?
Er... NO.
RDX and ammo hub with the Krylov... hahaha.
AHAHAHAHAHA...
Sorry i think i just spunked my pants
Hmm..A God soldier? Uhm..no
Imagine, a Zellar, Advanced Ammo hub, advanced health hub, pulse meter, etc.
Heyallz no
I dont personally like that idea :
i can imagine me
krylov
Ammo hub
Med hub
Ap mines
I WOULDNT DIE!!!
Spamming apm mines everywhere and uding that kyrlov
Nah... it would be too open for abuse
NorthernMonkey
01-02-2007, 11:57 PM
An lmg, ammo hub, rdx and apms.
The way it is now, classes must rely on other classes to cover there weak spot. With this kind of system there would be the "uber" kit, (mine would the the one above)
TheMofficer
01-03-2007, 12:49 AM
Instead of combining the classes why not add a whole different column of all solider unlocks, like the sprint column, but make them all items, with a corresponding slot on every solider so they can add an 'advanced' item to their kit.
Something like this:
-> Health Stimulant (+25 hp)
-> Sway decrease
-> Zoom increase (for all weapons like 1.5x zoom, and would add to sniper zooms)
-> PDS-2 (same as a PDS1, smaller range but only detects infantry)
-> Extended Clip Size (25% larger clips) or 1 more clip to everything (motion mines, APMs, rifles, zeller, pilum, just more ammo for everything in your kit)
-> Flashbang Grenade
You can only have 1 of these at a time, but any solider of any kit can use them if you have them unlocked.
A sniper with a sway decrease so they dont need the stablizer, or a recon with a PDS-2 to scout for enemies, an engie with an extended clip for his pilum to take down one more thing before having to find a suppor guy. Or a guy with a voss and a flashbang, or baur and a zoom increase. Support with more health so he can stay put longer shooting, just a few examples.
or a sniper with the pds2 so he dosn't get knifed, a voss guy with more health so he can fight longer, a flash bang for the support guy for clearing rooms/corners, an extended clip on the baur. It would be more fun to customize your solider with these unlocks.
Kraxis
01-03-2007, 01:35 AM
You know Mofficer I actually had an idea somewhat similar to that a while ago.
I found that Field Upgrades loses their appeal when you get a lot of unlocks, and also that it feels a little empty to end with the weapons.
So I thought of a post-weapon unlock. Like a classender. You would need both weapons unlocked to get it (forcing you to get them all for the class), but otherwise it would be as all the others.
For Recon (the weakest idea): Powered Boots
Faster sprinting and a bit higher jumping. That should help both versions with their respective jobs. I know a fair few places where a slightly higher jump would help a sniper and sprinting faster (and perhaps a little longer?) would always help the camoed spec ops guy.
For Assault (worst name): Magazine Binding
Quicker reload of main weapon. That does not include the rockets and shotgun. Hardly overpowering but still a good benefit.
For Support (my own favourite): Heat Sink
Overheat builds up slower, say 2 secs as opposed to the 1.35 secs now.
For Engineer: Ammo Bag
2 more reloads for main weapon, and perhaps 1 more of each mine?
Personal: Upgraded sidearm
A better pistol in short. Not a lot, but just better, say BF2 without the mini-sniper ability, but perhaps with a silencer?
I know a lot of people would say this and that would unbalance the game, but it isn't the number that are important, but the ideas. So are they soemthing you like?
{uZa}10K
01-03-2007, 02:17 AM
while we're day dreaming, I want:
A friggin Light-saber instead of a Combat Knife (I mean, its a 140 years in the future... what do I have to do to get a sword with a frickin laser-beam coming out of it?),
A Clark Shotty that fires Pilum or SAAW rounds as the secondary,
and a Sentry Gun that shoots AR Rockets
too much??
FURRY BIRD
01-03-2007, 02:18 AM
This has been suggested many times, and other games have tackled it. I think it's a lovely idea, myself.
The items could be assigned weights, and your soldier would only be able to carry a certain amount - thus creating balance while allowing for max customization. Or you could use the slot model where you have a "crate slot", for example, that could house ammo OR health (or you could fill it with something else). But never both.
I do wish you could mix more unlocks, but you should be restricted by weight,as it would be pretty unrealistic to have a solder carrying 3 different rifles at one time.
Instead of combining the classes why not add a whole different column of all solider unlocks...
I have always assumed/hoped that this sort of thing would be in the expansions.
I do wish you could mix more unlocks, but you should be restricted by weight,as it would be pretty unrealistic to have a solder carrying 3 different rifles at one time.
Righto!
Paholainen
01-03-2007, 10:50 AM
Paratrooper, similar to Recon, only armed with some sort of rifle like a cross between a Lamber and Krylov.
Some sort of booster unlock enabling large apc like pod type launches into the air.
Ok to tackle the problem of combining.
I give you... SOLDIER, this unit has no special abilities, So no special netbat, No hubs/repair kit. No Zoom enhancer. But, it still has all the slots. So you could be a soldier with RDX, Rez and Pilum. (SMG would replace pistol if engineer primary weapon was used) Or you could be Voss, APM, Shield. But, you couldn't have Netbat (Still get basic), Ammo hub, Medic Hub, Repair, Or enhanced sights.
Sorry to be the voice of reason here ...
There are four fixed classes for a very good reason, to ensure a good spread of the following items, health hub, ammo hub, repair tool. Your forced to carry them when you play the classes, so as a result more people help each other with these items. If you just let people pick what they want, one or more of these items will dissappear from the battlefield to the determent of the game IMO.
Perhaps you could tie these items to the main weapon, so if you select the Baur you get the health hub, etc.
Personally I more interested in making the light armour option more attractive, perhaps allowing you to have an addtional unlock selected if you go light armour?
Sorry to be the voice of reason here ...
There are four fixed classes for a very good reason, to ensure a good spread of the following items, health hub, ammo hub, repair tool. Your forced to carry them when you play the classes, so as a result more people help each other with these items. If you just let people pick what they want, one or more of these items will dissappear from the battlefield to the determent of the game IMO.
Perhaps you could tie these items to the main weapon, so if you select the Baur you get the health hub, etc.
Personally I more interested in making the light armour option more attractive, perhaps allowing you to have an addtional unlock selected if you go light armour?
You can sprint longer, that's more than enough reason. I only wear Heavy when using the Ganz or SAAW now.
Vreki
01-03-2007, 11:35 AM
Personally I more interested in making the light armour option more attractive, perhaps allowing you to have an addtional unlock selected if you go light armour?
In Planetside there was Armour restrictions on vehicles with a closed cockpit.
So maybe make Tanks/Gunships/walker require that drivers wear light armour?
In Planetside there was Armour restrictions on vehicles with a closed cockpit.
So maybe make Tanks/Gunships/walker require that drivers wear light armour?
See, it's a shame Dice didn't rip the better points of Planetside. But if that happened i would love to see Light armour a Heavy have a bigger difference.
Vikaman
01-03-2007, 02:25 PM
Imagine Ammo hub + med hub and Support LMG
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