vbl
08-19-2005, 06:53 PM
There are two core elements to this mod concept:
1) A series of reasonable updates to the regular BF2 gameplay, including review/removal of the UAV, revisions to air combat, balancing of weapon characteristics and the tweaking of various gameplay elements (all open to team discussion)
2) Conversion of the kit-based system to a point-based system.
- All weapons and equipment will be assigned a point value (all numbers from here on are hypothetical and for concept purposes only); for example, the AK-101 may cost 5 points, the AKS-74U may cost 3, and a pistol may cost 1. Players could choose between body armor or no body armor, and then expend a pool of points on weapons, explosives, ammunition, etc.
- The primary benefit is that players can create their own classes based on playstyle - someone who enjoys explosives can take C4, landmines and claymores, but that player will probably only have enough points for a pistol. Players who want supreme anti-personnel capabilities can take two AKS-74Us, but not much else and limited ammo. The possibilities are many, and the key to balance lies in the points associated with each item. All in all, balancing should be relatively easy since we can restrict combinations by adjusting point values. At the very least, players should be able to reconstruuct the existing classes.
- Certain items, like medikits, would have additional restrictions; for example, you might not be able to take a medikit and a supply kit (though a true "support" player would be neat)
- Other items, like the support LMGs, would be limited to 1 unit per build-out (to prevent players from choosing 4 assault rifles)
- For now we should assume that each faction will only have access to faction and universal weapons; that is, an MEC soldier couldnt choose and carry an M16A2 (though I am open to this as a mercenary-like option)
What do we think? ;)
1) A series of reasonable updates to the regular BF2 gameplay, including review/removal of the UAV, revisions to air combat, balancing of weapon characteristics and the tweaking of various gameplay elements (all open to team discussion)
2) Conversion of the kit-based system to a point-based system.
- All weapons and equipment will be assigned a point value (all numbers from here on are hypothetical and for concept purposes only); for example, the AK-101 may cost 5 points, the AKS-74U may cost 3, and a pistol may cost 1. Players could choose between body armor or no body armor, and then expend a pool of points on weapons, explosives, ammunition, etc.
- The primary benefit is that players can create their own classes based on playstyle - someone who enjoys explosives can take C4, landmines and claymores, but that player will probably only have enough points for a pistol. Players who want supreme anti-personnel capabilities can take two AKS-74Us, but not much else and limited ammo. The possibilities are many, and the key to balance lies in the points associated with each item. All in all, balancing should be relatively easy since we can restrict combinations by adjusting point values. At the very least, players should be able to reconstruuct the existing classes.
- Certain items, like medikits, would have additional restrictions; for example, you might not be able to take a medikit and a supply kit (though a true "support" player would be neat)
- Other items, like the support LMGs, would be limited to 1 unit per build-out (to prevent players from choosing 4 assault rifles)
- For now we should assume that each faction will only have access to faction and universal weapons; that is, an MEC soldier couldnt choose and carry an M16A2 (though I am open to this as a mercenary-like option)
What do we think? ;)