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Vinsen

What would you like to see in ofp2

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A few new sliders and tools would be nice though, like altitude, weapons selection, and maybe a more advanced damage setting for tanks so that you can chose the reigon that is damaged.

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I'd like for the size of objects made by oxygen to be increased up from one meter so carriers can be efficiently made. I'd also like the option of having music playing during the briefing which each individual player could toggle on and off.

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I want monkeys! And ninjas. And if graphics and processing technology makes some quantum leaps, maybe some ninja monkeys.

I think the top thing on my list would be a living, breathing battlefield, Commanche/Hokum style, plus a dynamic campaign. That would totally take OFP into a previously unheard of dimension of awesomeness. Also, would it be too much to ask to be able to get 60 people into one server? pretty please?

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Okay, I figured that since this thread was brought to my attention once more that I may as well contribute. I'll just copy and paste the ideas I posted in my usual forum. Many of these are repeats of those expressed here many times over this thread's life, but I can't be arsed going through and removing those items. Some of these I am aware might be too hard to implement, but they're ideas I'd like to see none the less...

GAMEPLAY

* Left/right lean feature.

* Issues with soldiers taking orders indoors in regards to combat and using ladders and such. This also relates to rooftops where soldiers will fall off to ramain in formation and will not use ladders. This is mainly for those who want to create larger city environments with special forces and hostage situations that involve some indoor combat.

* Simplify the command menu even further to make giving orders quicker and more intuitve. Some commands are rarely (if ever) used as it is and some other more useful items could be included.

* Ejection from a plane or chopper by the pilot or commander automatically ejects his gunner/subordinates as well (even if it is a staggered ejection script).

* Slightly less simplified aircraft flight models and performance.

* Multiple, specialised campaigns dependant on a chosen career. ie. A chopper pilot might be assigned to unarmed (or lightly armed) transport missions, then move on to armed transport, special op night insertions, scout and recon missions/choppers then finally be assigned as a gunship gunner and finally as the gunship pilot. A soldier or driver might move through similar ranks that can be justified in the campaign's story as it evolves.

* Instead of the above, possibly a dynamic campaign akin to the type seen in many flight sims.

* More realistic movement when turning on foot, when kneeling or when prone. None of this spinning on the spot, use a method a little closer to Ghost Recon.

* Ability to have soldiers shoot from vehicles. ie. back of trucks, helicopter doors or side rails (like on the Littlebirds for example).

* Ability to reload while moving (even if it means you will slow to a walk).

* More nationalities and their equipment should be included.

* The ability to swim to a certain extent. Maybe have deeper water slow you down as you wade across.

* More varied civilians with simple scripted routines to give them a little "life" (these routines must also be easily implemented by mission makers in the editor).

* Civilian emergency units - Police, Paramedics and firefighters along with the appropriate vehicles. Also have scripted routines to react automatically to injured civilians and gunfire, etc.

* More than one gunner able to be placed in a vehicle with multiple gunner positions (this would help the mod community too).

* Support for commanding multiple squads.

* An area trigger (much like 'Guarded by XXXX'wink.gif that acts like a no fly, or restricted zone for aircraft (or any) AI so they will not engage any enemies withing that area.

* Accurate damage models for armour (in particular).

* Properly implemented artillery support. Both shells and rockets.

* Opening a parachute can be implemented as a manual action for HALO jumps.

* The ability to climb over obstacles, even if its just those as high as sandbags.

* More intergral sea warfare with a greater variety of ships.

* The ability to stand free in moving vehicles with decks and cargo areas (ie. ships and large transport choppers).

* Choice of timed or impact granades.

* Ability to have engineers build bridges across small rivers.

* More realistic night vision goggles.

* Your breathing and heart rate don't get so stressed so damn quickly... these soldiers are supposed to be fit. Also, turn the volume of the heart beat down. It should seem that loud unless you've been running a marathon.

* Smoke actually hampers AI vision.

* If a soldier runs through high levels of dust and smoke without a mask, his breathing is hampered quicker than normal (ie. he doesn't have to be sprinting to breath heavily and have a reduced max speed).

* Being able to kill soldiers while falling in their parachutes.

ENVIRONMENT

* Indoor movement needs to be handled better as it is somewhat bugged where you can get stuck or fall through floors.

* Large, real world locations that aren't limited to islands. ie. Central European or Middle Eastern landscapes featuring actual places. This may be hard with the flight element allowing users to leave the borders of the detailed areas of the map, but that can be up to the mission designer to work out how to force players to stay within the mission area.

AI

* Completely separate AI and tactic routines for infantry, vehicles, armour, choppers and planes.

* More accurate AI control over squad members with different roles. ie. Machinegunners need to implement more realistic supression tactics.

* More 'independant' AI soldiers that react to their environment.

* Indoor AI combat routines (take advantage of cover and use lean functions).

MISSION EDITOR

* An interface that eliminates the need for the initialisation field (for example) at the beginner level. ie. When placing a unit, you select it in a similar fashion to that already implemented, however extra menu options are available depending on the unit selected. So, if you select a soldier, you will have menu options of which weapon and how many ammo clips he carries (the same principle applies to handgrenades, etc). For selecting a fire, the 'special' menu might contain "Light Fire" and so on. Each thing you pick is still added to the initialisation field for the expert editor to change manually, but this adds dynamics that are inconvenient for the novices. Advanced users also benefit as they can eliminate a lot of typing, scripting and copying & pasting.

* Include a briefing editor within the mission editor.

* Better documentation.

* Each cargo position that a soldier can occupy in a vehicle should be allocated a number or something so you can assign units to a particular position (this includes Game Logics so you can leave certain positions free without having to assign any soldier an actual position).

* Support for dynamic waypoints that can be easily scripted and even ordered during play. An example of this can be stated by describing part of a mission I once tried to create where you played as the machinegunner of a UH-60 and your chopper had to circle a moving squad of enemy troops to take them out.

VISUAL & AUDIO

* Convincing mounting and disembarking animations.

* Dust effects from weapons fires, rotorwash and weapons fire (when low to the ground).

* More convincing rain effects. Also support snow effects.

* Better, more realistic sound effects.

* Higher view distances for terrain.

* Realistic lighting and Shadow effects, particualrly at night where a single light source will create a high contrast shadow from the light soucre. Having the AI detection of units in the shadow lessen may be a ***** to achieve though without pre-mapping the shadowed areas. Not easy with dynamic lighting.

* Large grassland areas.

* Dump the ugly faces and hands for better modeled ones (this is a low priority, but it would be nice).

* Have burning and crumbling buildings.

* More varied building models.

* Larger towns and cities.

MULTIPLAYER

* Greater numbers of simultaneous players for huge battles.

* 'Persistant' battlefields as part on a dynamic online campaign.

* With the above it will be important to be able to join a game in progress.

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Make the game exactly like Ghost Recon:

A play area 1/10 the size of OFP so we don't need vehicles,

oh and eliminate the vehicles.

Make sure that if there are only 15 units on the screen that the game becomes very choppy and completely unplayable on any sytem.

Dumb the AI so that they do not react to anything thereby creating the need for me to be jumping into the bodies of my large (6 units) fighting force and doing their jobs myself, destroying any illusion of reality I had, up till that point, been experiencing.

Go to a separate 1st person weapons view system that every other FPS uses. I want have my weapon glued to my cheek so that it is constantly in my view and in my hands no matter what task I am doing, like opening doors.

Get rid of all cockpit views. All vehicles MUST be played from the 3rd person. This along with the 2 previous items will destroy any illusion to reality which, of course, we are trying to get rid of.

Mthe game take place entirely indoors while also eliminating all AI on the players side. It should be more of a "Me against the World" type of game popular these days.

ThankYou,

Ben (I'm joking)

PS: Make it a MMORPG

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Longjocks hit most of the things I wanted to bring up, so I'll just stick to:

HUGELY scable detail level.

Basically, with all the settings turned down; even with 1000+ view distance, it should run on a fiarly low end comp.

I say this because then, most people's comps, as long as they were 1.0Ghz with a decent vid card, could handle fairly large-scale battles without so much slowdown that it leaves you as a bystander.

Of coruse, that's just me.... to me, having larger battles is far more important than having prettier graphics.

Though, if they improve the engine, and can someho manage both, I won't complain. biggrin.gif

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Maybe they could encorporate a bit of the Serious Sam engine into OFP? Have you seen how many enemies the game can take with almost literally no slowdown! And the graphics are smooth and clean. Just a suggestion, but what do you think?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Skul @ Mar. 27 2003,09:03)</td></tr><tr><td id="QUOTE">Maybe they could encorporate a bit of the Serious Sam engine into OFP? Have you seen how many enemies the game can take with almost literally no slowdown! And the graphics are smooth and clean. Just a suggestion, but what do you think?<span id='postcolor'>

I've got something better for you: go out and buy Serious Sam. wink.gif

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Ha-fucking-ha! Got SS already!

You want lots of enemies with no slow-down? That's the only engine I know that can do that. And if I want to play Serious Sam, I play it. If I want to play OFP, I play it. If I want to watch TV, I watch TV.

Alright?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Longjocks @ Mar. 23 2003,11:52)</td></tr><tr><td id="QUOTE">ENVIRONMENT

* Large, real world locations that aren't limited to islands. ie. Central European or Middle Eastern landscapes featuring actual places. This may be hard with the flight element allowing users to leave the borders of the detailed areas of the map, but that can be up to the mission designer to work out how to force players to stay within the mission area.<span id='postcolor'>

I like this point.

I would be quite happy if at the sides of every maps were just endless plains and fields? that would be good.

Or maybe a long distance of plains of emptyness and then finishing in an invisible wall?

Or how about a large moantain range that happens to be there that is impassible?

Or perhaps even have a coastal map.

I think that flashpoint does not really NEED indoor locations. I love the way that all battles are outside.

I think that the maps could be a bit larger. I like maps that ARENT that detailed, but have HUGE areas of open fields and grassland.

ooooooo, one thing OFP 2 NEEDS is grass.

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Other Countries' vehicles. I would live to have a German tank, or British tanks. Also East should have more balance with west. And anything everybody has already mentioned.

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Customizable group formations.

Easier to make breifing in Mission Editor. Simply to type it in there ya know? Okay so we really don't need that but custom formations would be reallllyyyy great

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wow.gif5--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (benreeper @ Mar. 24 2003,06wow.gif5)</td></tr><tr><td id="QUOTE">Make the game exactly like Ghost Recon:

PS:  Make it a MMORPG<span id='postcolor'>

Jeez man...I sincerely hope you're joking  mad.gif

1: GO AND PLAY GHOST RECON IF THAT'S WHAT YOU WANT TO PLAY

2: GO AND PLAY A F***ING MMORPG IF THAT'S WHAT YOU WANT TO PLAY!

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (benreeper @ Mar. 24 2003,06:05)</td></tr><tr><td id="QUOTE">Make the game exactly like Ghost Recon:

ThankYou,

Ben (I'm joking)

PS:  Make it a MMORPG<span id='postcolor'>

He was........*rolls eyes* smile.gif

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It was basically a list of the games that alot of companies make these days that I loathe.

Also I have both SSams and the reasons for the lack of slowdown in gameplay when there are alot of units present is:

1. Although large, the gaming environment is smaller with ALOT less destructrable items. Everything in OFP can be destroyed.

2. The lack of AI. SS has no real AI to speak of all they do is run right at ya. The wheels are turning alot more in OFP, and all projectiles are really in the game. I would say for the same amount of units on the screen, OFP has 10 times the amount of things going on.

Ben

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (benreeper @ April 04 2003,11:55)</td></tr><tr><td id="QUOTE">It was basically a list of the games that alot of companies make these days that I loathe.

Also I have both SSams and the reasons for the lack of slowdown in gameplay when there are alot of units present is:

1. Although large, the gaming environment is smaller with ALOT less destructrable items. Everything in OFP can be destroyed.

2. The lack of AI. SS has no real AI to speak of all they do is run right at ya. The wheels are turning alot more in OFP, and all projectiles are really in the game. I would say for the same amount of units on the screen, OFP has 10 times the amount of things going on.

Ben<span id='postcolor'>

not everying can be destroyed and when it dose it generally jus deforms or falls over.

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I should have said almost everything as opposed to almost nothing and falling over is alot more than those other game can do, all things considered.

Ben

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Leone @ April 02 2003,15:18)</td></tr><tr><td id="QUOTE">wow.gif5--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (benreeper @ Mar. 24 2003,06wow.gif5)</td></tr><tr><td id="QUOTE">Make the game exactly like Ghost Recon:

ThankYou,

Ben (I'm joking)

PS:  Make it a MMORPG<span id='postcolor'>

He was........*rolls eyes*  smile.gif<span id='postcolor'>

lol,

reading what your eyes want to see a bit there.

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The ability to blow holes in walls

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