Lock N' Load's Huge Suggestion Thread - THERE'S ALOT!

Discussion in 'Feedback' started by Lock N' Load, May 26, 2006.

  1. Lock N' Load

    Lock N' Load Member

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    Ok, I've built up ideas playing this game from so many things, other suggestions, the internet, other games, TV, real life, ect. So I finally decied, "Why don't I just save 'em all up and post them in one huge thread!" So, here it is. I'm going to have a tabel of contents so you can refrence things that you'd hate/love.

    A. Classes
    ---a. Scout
    ---b. Rifleman
    ---c. Grenadir
    ---d. Engineer
    ---e. General
    B. Vehicles
    ---a. Jeeps
    ---b. APC
    ---c. Light/AFV
    ---d. Medium
    ---e. Heavy
    ---f. Arty
    ---g. Arty
    ---h. Command Tank
    C. Commander

    +|A|+ Classes
    a. Scout:
    Skills:
    ---1. Hide: Include the Blood in the fade and make it so Turret fire will decloak a Scout. Also, have the Camera Diamond depend on the Scouts level of Hide(With the skill, standing, you apper for 1/2 the time the normal character, ducked un cloaked, 3/8th, ducked and cloaked, 2/16ths, ducked walled and cloaked 1/4, and ducked cornored and cloaked 0 time.[Always appear on Minimap though.]
    ---2. Enchanced Senses: Disable the ablity to pick up on a dead enemy's location and give it a visual representation on the HUD for enemys that you are looking at / close to looking at so you can see through common light cover (Trees, or the main idea, Tree Leaves so a Scout can keep an eye on the tunnel in Escort at the last flag from the ridge.) and if the mini map is going to be removed from HUD when blinded, allow Senses to keep it there.
    ---3. Weapon Silencer: Boost it's Silenceing and, if it is a glitch, fix it so you can see the death messege when you(Non-Scout) kill someone(Scout w/ Weapon Silencer) with it.
    Weapons:
    ---1. Decrease the range of the 1-hit kill damage but incrase the minimum damage no matter the range(Across the map, 25 damage.).
    ---2. 1/2 the number of Smoke grenades they can carry and limit the ammount they can have out.
    ---3. Binoculars: Have them auto-spot Infantry without the radio messege and with a shorter spotting time.
    ---4. Scout Rifle: Give it a nice scope :D
    General:
    ---1. Allow near by allies to see what the Scout sees with enhanced senses.

    b. Rifleman
    Skills:
    N/A
    Weapons:
    ---1. Decrease the accuracy/increase the recoil for the BE AR so it is equal to the NF AR and decrease the RoF but increase the accuracy when sighted in.

    General:
    N/A

    c. Grenadir
    Skills:
    ---1. Mine Defuse: Add a progress bar.
    ---2. Armour Detection: Tell type of armour, increase detection range, and show Hull Health after armour is gone.
    ---3. Artillery feed Back: For Arty tanks, give it a larger diamond and have it randomize an inacuracy so it would look off. Have Scout presence decrease diamond size and Scout watching with Binoculars increase greaty. If it doesn't make sense, here's an example: You hit spot A, the diamond 8 times the size of the area of damage, but shows point A at the bottom left(This would be random) but with Scout near, 4 times, and with binoculars, perfect.
    Weapons:
    ---1. Add three diffrent Primary Weapon kits. A. Anti-Tank: RPG is replaced with a higher damage, smaller area, slower(but better handeling) Missle Launcher that has two less ammo than the current RPG; the Mortar would be replaced with a Shower Grenade Launcher that would have low ammo (2-4?) and would work simiar to the current Mortar, only with less range and wouldn't be effect vs. Infantry, it would, how ever, stack on armour and cause some good damage. B. Standard: What it is now, balenced for both AT and AP(Personel.) C. Anti-Personal: The Rocket Launcher would be replaced with weaker anti-armour rocket laucnher that wouldn't be very strong vs. armour, but would be enough to make a tank driver go "Nuts, they got missiles!" and the Mortar would be replaced with a Multiple Impact Grenade Launcher that would have a low RoF and damage (40?) but would bounce of off high angle walls and would have a relitively small max-effective area, but would be usufull for supression/knocking out enemys from entrenchments.
    ---2. Mines: Require them to duck to place them so people can't rush into a crowd with increased health and spam them to put a mind feild behind the enemy and give an "Oh ****!" period where when you contact the trigger, it doesn't activate untill you move(Not look.) so i you do land on one, you can call for a Nadir to come and defuse it. And, allow people to call Mines so you can warn people of mines.
    ---3. Remote Satchel Charges that can replace the Mines. Same quanity and limitations as Mines, only they are remote detonated and not Proxy Triggered.(STicky to Armour/Buildings?)
    General:
    ---1. Allow Allies to see the Grenadir's Mine Detector.
    ---2. A Mine counter for the number of mines you have out that would appear on the HUD.

    c. Engineer
    Skills:
    ---1. Revive: Lower the cost for Revive to 3/8th the ammo bar(3/4 of one bar)
    ---2. Turret Upgrade: Allow ugrades to Cameras/Radars that would cloak them and increase their distance.

    Weapons:
    ---1. Seismic Grenades: Increase the push on infantry so they can be used more effectively as AP weapons.
    ---2. Calculator: Stealth kill- If you can sneak up on an enemy, all you to 'deconstruct' them, lowering their health 1 damage for 1 ammo, but they don't see them selves looseing health, then, after 30 seconds, they notice the effects, but they would be dead by then, just something interesting to be added. (This is, for the most part, a joke.)
    ---3. Give them a Combat Shotgun, 8 rounds(NF wouild have lever action but the BE would have pump.), wth either a double burst secondary or melee.
    General:
    ---1. Turret status moniter similar to the Squad Menu that would show their health, level, status (Firing, Under attack, or Idle), same for Cameras.
    ---2. Remote Turret/Camera detonation.

    e. General
    Skills:
    --1. Conjoining Skills to make a new skill.
    -------A. Scout: Hide + Enhanced Senses = Infultrator. Infutrator would allow access to the P50H (Scroll down to see concepts of it in SMG and Rifle formate.) Modular Rifle that would have a smaller zoom than the Scout Rifle, less damage, more ammo per clip, higher RoF(3/4th the Scout Rifle[0.80 seconds]), less accuracy and would have the ablity to switch into the Submachinegun variant that would have more ammo perclip than the rest of the SMGs, less damage, but (super)high RoF with fair accuracy(This would ammount to a "Damage per Second" inbetween the BE SMG1 and SMG2 with the accuracy of the SMG2). But, rather than being two diffrent weapons that can be instantly switched or two weapons in one, it would require a timely barrel switch to use the Rifle of the SMG, this would discourage Sniper scouts and encourage sneaking scouts because now they can have the power to take on long range threats but also swap for a weapon better suited for close range. (The Major reason I am rarely ever a steathy scout because I always run into Rifleman at close range with the Scout rifle and Scouts at long range with an SMG.) Now, you may say this is over powering, but limit the ammo(Even with increased ammo skill) and you couldn't swap from Sniper to SMG to take on close range threats, you'd have to choose: Take on with Rifle or Retreat and switch to SMG to re-engage.
    ------ B. Rifleman: Dig In + Increased Damage = Bipod: The ablity to mount your weapon on a structure to increase accuracy but eliminate moblity.
    ------ C. Grenadir: Artillery Feed Back + Mine Defuse = Bomb Squad: An explostion going on near a mine would show it on your minimap for a few seconds and a direct hit on a Mine will disable it(Would need four of these to get a Defuse Point or 2 + an Accual Defuse).
    ------ D. Engineer: Health Upgrade + Repair Upgrade = Tool Upgrade: A third ammo bar is added and the recharge is increased by 150 - 200%

    ---1. Class Combonation: Two classes come togeather and make an emplacement. Would require Resorces, Armoury, and a Commintment.
    ------A. Rifleman + Grenadir: Grenade Machine Gun. The Gren looses his RPG/Mortar and keeps his pistol and mines. The Rifleman Halves his ammo looses his nades and pistol. They both get a large case they will with them, when one of them wants to set up, trhey both equip the Case (Would replace the Gren's RPG/Morat and the Rifleman's Grenades) then one of them sets down their part, then the other. The Grenadir uses the weapon and the Rifleman would be advised to stay close. The GMG would basicly a mobile Tank cannon that would have low damage comared to other nades, but would be direct fire.
    ------B. Grenadir + Scout = Mortar Emplacement. The Grenadir looses the same stuff, the Scout can't have the Scout Rifle and has 1/2 nades. It would be more effective than the Grenadir's Mortar with better power, splash, and range.
    ------C. Rifleman + Engie: MG Emplacement. Basicly, a manned lvl3 MG that is smaller and doesn't need to be built. Engie would loose half ammo and the Rifleman would loose the same things as in the GMG.
    ------D. Scout + Engineer = Radar Disruptor / Cloaker: All allies in the area get a +5-10% Fadeing(Like Scout's Hide) and Cameras/Radars can't 'see' enemys in the area that well(Shorter HUD Diamonds/Minimap arrows and less range)

    +|Vehciles|+
    a.Jeeps:
    ---1. Fout seats for both team.
    ---2. Diffrent Load outs that would allow a Mounted Weapon on the back(Require someone to man it), APC-esque Supply + Spawn, and others (DonM-- The Modeler for the Devs could possibly show what he has down with the Jeep for my suggestion.)
    b. APC
    ---1. Add Turret Second seat to NF APC.
    ---2. *Planned*2nd(and other) Seat weapons.
    ---3. Increase the healing rate to that equal to the Armoury's Health Create for seat 3-8, keep it as is for Seat 2.
    ---4. *Planned* Internal View of APC and other players.
    c. Light/AFV
    ---1. Lower profile for the BE AFV.
    d. Medium
    N/a
    e. Heavy
    N/A
     
    Last edited: May 27, 2006
  2. Lock N' Load

    Lock N' Load Member

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    Contiune from First post.

    f. Arty
    ---1. No stationary Turning.
    ---2. Less armour plating.
    ---3. Lower speed.
    ---4. One Armour type slot.
    ---5. Increased Cost.
    ---6. Slower RoF
    ---7. Automatic Weapon selection so Arty Map can be opened while in the tank. (Can't set the Cannon to diffrent slots and is forced to be primary fire so secondary fire can be Target Map.
    g. Command Tank.
    ---1. Extra seats so it can be used as a transport in Early Res cap'ing
    g. General
    ---1. *Planned* Stationary Rotation.
    ---2. Realistic Pick up(Tanks would hit their slow top speed quickly while Jeeps would take a while to hit top speed.)
    ---3. Better tracktion / hourse power. (Tanks should be able to get up hills while Jeeps should need a little bit of effort.)
    ---4. Fix the Friendly fire and properly implement the Self Damage system.
    ---5. Decrease speed of armour repair.

    +|Commander|+
    ---1. Commander placed Cameras/Radars.
    ---2. *Planned.*Increase the functiuon of the Repair Pad.

    There you have it. Praise, Flame, Agree, Disagree, Spread, Ignore, whatever.
     
    Last edited: May 26, 2006
  3. zachtos

    zachtos Member

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    section E: I like the ideas of conjoining skills/classes. makes the game more interesting.

    comm tank should only hold the comm for balance reasons. else you lose the usefulness of early jeeps which is a strategy.

    comm placed mini cam/radar would be nice, i hate building huge ass radars, they suck up too much of the map, i'm not so concerned w/ the cost, but like the intel it provides.
     
  4. blizzerd

    blizzerd Member

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    the only ideas i actually like are
    ac2. Mines: Require them to duck to place them so people can't rush into a crowd with increased health and spam them to put a mind feild behind the enemy and give an "Oh ****!" period where when you contact the trigger, it doesn't activate untill you move(Not look.) so i you do land on one, you can call for a Nadir to come and defuse it. And, allow people to call Mines so you can warn people of mines.

    bf. Arty
    ---1. No stationary Turning.
    ---2. Less armour plating.
    ---3. Lower speed.
    ---4. One Armour type slot.
    ---5. Increased Cost.
    ---6. Slower RoF
    ---7. Automatic Weapon selection so Arty Map can be opened while in the tank. (Can't set the Cannon to diffrent slots and is forced to be primary fire so

    g. Command Tank.
    ---1. Extra seats so it can be used as a transport in Early Res cap'ing

    these i like best, there are more good ones
     
  5. Lock N' Load

    Lock N' Load Member

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    New After thoughts

    Added thoughts:

    +|A|+Classes
    Weapons
    a. Scout
    ---1. Make the Scout Rifle Armour Pirceing, bypasses any damage reduxion skills/items.

    General:
    ---1. Class Specific Sprint Speed, Ammount, and Recovery.
    a. Scout: Highest Ammount and Speed, can cross large areas quickly to take cover, evade, or retreat from confrontion. Medium Recovery.
    b. Rifleman: Their Armour has weighed them down so the ammount has lessened dramaticly as well as thier speed. They can jump from cover to cover, but won't be able to chase a scout down or cross long distances. Fastest recovery.
    c. Grenadir: Medium Speed and Ammount, but slow recovery. Great for moving from cover to blind spot of an enemy armour, but keeping up with it is another thing.
    d. Engineer: Good Recovery, Medium Speed, and good distance, great for rushing from body to body to revive 'em.
    ---2. Class Specific Armour/Health.
    a. Scout: Lowest health and no armour, prone to the smallest of arms fire. Health: 90 Damage Redux: None.
    b. Rifleman: Already a monster, good armour, and good health. Health: 120 Damage Redux: 10%
    c. Grenadir: Better for taking on Armour, but prone to the Scout's AP bullets. Health: 110 Damage Redux: 15%
    d. Engineer: Stanardish. Health 100 Damage Redux: 5%
     
  6. Headbanger

    Headbanger Member

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    That's an interesting idea... combine this with adding a spawn to the CV (like the APC) and you'd get some really interesting early-game strategical options. As a little bonus, it would also make the CV easily defendable against those %@# ninja attacks-.- All in all this would add a lot of variety since you do not know right from the beginning where the enemy base is.
     
  7. blizzerd

    blizzerd Member

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    a spaun in cv ? hmmm

    cool bit it woud make the barrack killing strategy useless

    but hey im pro
     
  8. FalconX

    FalconX Developer

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    Bad ideas. Blood lets you spot a hidden scout, and turret fire was too overpowered when it was in because it's too easy to uncloak. The rest is reasonable, but the 3/16ths and 1/4th don't make any sense.
    It isn't a glitch. Read the skill description in the manual.
    Bad idea when the scout rifle is supposed to be something else anyway.
    Detection range is fine, telling the type of armour is pointless for a grenadier, and the skill is called Armour detection, not hull detection. The skill is actually extremely useful if you've ever tried to use it in a fight. It doesn't need any more information/range/etc.
    Don't like this idea because it's too random and chancy. The rest of this section is good though.
    Unnescessary. The primary weapon is an anti-tank weapon, mortar, and anti-aircraft weapon. The grenadier is the anti-armour/aircraft class. Unlockable ammo types could be used to impliment something similar.
    If implimented these will be given to the scout to further his sabeteur abilities.
    Bad idea, because it seems to work fine already.
    Doesn't make any sense... Would overpower the camera's/radar's. They don't need upgrades.
    Use explosive grenades. Seismics are anti-building, explosives are anti-personell. If you want to fight infantry, be a rifleman. (I'm actually not sure why the engineer has the seismics, and not the scout. But hey, I'll wait.)
    Something similar to this was planned.
    Bad idea in so many ways. Also kindof pointless and irritating. Shared bonuses within squads are planned.
    Or alter some values, to make them balanced. I like giving 1 team a 4 seat base and the other a 2 seat.
    It already has as little as is feasable. Mess with weighting if you don't want it to be able to equip full heavy armor.
    Not a bad idea as it would help with relocation. Only let the commander in positions 1 and 2 though.
    Unnescessary on that scale. The comm can already build the radar, which tracks stuff. That level should be reserved to the engineer.
    See above.
    Terrible idea. Class specific stamina/weapons/etc. is fine, but class specific health just seems unreasonable. The rifleman has armor, which should reduce damage taken to the torso by a certain ammount. Other than that, the classes' health should be the same.


    If I didn't address something I either approve, am indifferent, or am waiting for further discussion on the matter.
     
    Last edited: May 27, 2006
  9. Headbanger

    Headbanger Member

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    Well... do you prefer having to spawn in the middle of nowhere because some engineer behind a wall threw a couple of grenades at your barracks completely negating your bases/CVs defense? imho people should be able to spawn when there's a CV around and some tickets left, even if there's no barracks. Barracks shouldn't be more than a fortified spawn point at outposts or an alternative spawn at the main base when your CV-spawn point is camped.
     
  10. Lock N' Load

    Lock N' Load Member

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    For the blood, atleast remove them from the model if you get healed, I know it's supposed to balence it out, but just because a Scout has lived a long life doesn't mean he shouldn't be able to be sneaky.

    When I say allow Turret's fire to decloak a Scout, I want it so you can't cloak while taking fire, it's somewhat annoying because they'll still track you even while you are cloaked.

    And the Fractions are so a more visually hidden scout(Exp: Ducked, Cloaked, and against a wall.) will have a better chance at sneaking up on a camera covered area by having the HUD diamond appear less often than normal.
    Why I want this is because once I got killed when I was getting stealth kills in Escort because an Engineer dropped a Camera just to find me, even though he ran around the whole area and didn't see me when I was in a cornor.
    As for the specific health/armour it wasn't somethig I wanted, just threw it out there to see if anyone liked it.
    The rest I thought I'd just put it out there.
     
    Last edited: May 27, 2006
  11. FalconX

    FalconX Developer

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    What d'you mean?

    Heh, I thought you'd miss that comment. The idea is solid. I was just laughing at how, in your description, randomly cloaking is 3/16 and against a wall is 4/16.
     
  12. Lock N' Load

    Lock N' Load Member

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    Ok, for turret decloaking, go play a District or Escort, plenty of turret farms. Go scout and get the hide skill. Run our uncloaked and then duck down, you will be able to cloak while the turret is shooting you, and it will keep shooting you and track you.

    And for the fractions, it must be a typo, but the more visually cloaked you are, the less time you spend with an enemy camera HUD diamond on ya.
     

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