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TheManWithManyIdeas

Unit experience and attributes

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Im not suggesting that the game should be made into an RPG, but imagine the possibilities with a great emphasis on personal and squad experience benefits.

We could finally all have a Private Pile in our platoon!

Personal (You, the player)

+ Having to carry your injuries in some form or another from mission to mission.

+ Improving abilities like Marksmanship, Fitness, Pain-threashhold, Carry-strength, Leadership...

+ Receive authorisation from HQ to use a new weapon.

+ Climb ranks (unless undesirable).

+ Specialisation like Heavy weapons/Light/Medium.

Squad (the whole dang platoon private!)

+ Coordination

+ Obedience

+ Orders given to the correct soldier. e.g. "Take that tank out Pvt. Doyle!" "I only got me a rifle sir!"

+ Carrying the wounded.

+ Sacrifice

+ Heroic buddy efforts, "cmon Cleetus lets kill those suns o bitches!"

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>>+ Specialisation like Heavy weapons/Light/Medium.

>>+ Receive authorisation from HQ to use a new weapon.

Hell no no and NO!!!

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Quote[/b] ]Obedience

Oops tounge_o.gif .

Quote[/b] ]Sacrifice

"You guys run right ahead, I'll stay back and defend the porn stash."

Quote[/b] ]Heroic buddy efforts

I use my buddy as a bodyshield when I'm being "heroic" tounge_o.gif  wow_o.gif .

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Quote[/b] ]
Quote[/b] ]Sacrifice

"You guys run right ahead, I'll stay back and defend the porn stash."

LOL

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Quote[/b] ]Marksmanship

No no no no no. Being experienced does not automatically make you a good marksman, nor does being inexperienced mean that you can't hit a barn.

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Might work well as more of an AI thing....you know, some people randomly just being good shots, some fast on thier feet, some with a more tactical thought process....

As for marksmanship, just make it more realistic....tree's and plants should sway realistically to show wind speed, the ground should reflect the conditons (ie, in host desert, theres a lot of dust (for those who are thinking "what the hell does that matter" it matters alot to the sniper, when you shoot, up goes a cloud of dust giving away your position, and BANG, counter sniper bags you....)), realistic bullet drop, a noticable distortion in the air as the bullet travels (yes, over long distances you can see a trail (down the scope anyway)), light shining off metal and scopes (with hessain pulled down over the scope when your not using it, thus limiting time you look down the scope to avoid giving yourself away), realistic breathing patterns (AA is close, although noobs ignore it, but if you use a rifle unsupported, you should notice it moving with breathing....if you use it how snipers do, its possible to be supremely accurate even with heavy breathing...thats, breathe in..exhale,catch the last of the breath and hold it for a second or two...during this time you can be completely stable...make the shot and let the breath out.....)

....Ok so id probably like to see a whole game dedicated to sniping biggrin_o.gif

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+ Having to carry your injuries in some form or another from mission to mission.

+ Specialisation like Heavy weapons/Light/Medium.

injuries: sounds good but IMO it doesn't mean that you get hit in the leg and won't ever walk again

specialisation: not on weapons but maybe on vehicles. it's not quite realistic when Pvt. Pyle jumps into any plane or chopper and flies it like he hadn't ever done anything else.

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Hmmm...as long as the whole "ai singles the player out" is removed, i'd be ok with, say, the potential to have your legs blown off, or loose a finger....otherwise you wouldnt last more than 2 or 3 missions...it depends on how the campaign unfolds....if they do a "rolling campaign", a fleshwound could mean you miss out a couple of days worth missions because of minor injuries, or a month for something abit worse (or get sent home and take no further part)....If its a linear, preset campaign, then its probably a bad idea....especially when they do the typical thing of "missions get harder towards the end" and your fighing with one arm, half a leg, partially blinded, deafend, ect....

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I like the ideas!

Quote[/b] ]+ Having to carry your injuries in some form or another from mission to mission.

Yes and if you are killed or critical injured you continue the campaign with a new character (kills reset) so no mor replay for uncompleted missions (I hate that).
Quote[/b] ]+ Improving abilities like Marksmanship, Fitness, Pain-threashhold, Carry-strength, Leadership...

Makes sence if you bring your AI teammates from mission to mission. Makes it more interresting to keep your teammates allive.
Quote[/b] ]+ Receive authorisation from HQ to use a new weapon.

You should have a training mission for each weapon you use. (well you should be able to use every weapon you pick up)
Quote[/b] ]+ Climb ranks (unless undesirable).

More dependant on your performance not missionscripted like we have it now.
Quote[/b] ]+ Specialisation like Heavy weapons/Light/Medium.

Yep not everybody can fly a plane etc.(for AI) If the player can -he should be able to do so!
Quote[/b] ]+ Carrying the wounded

Keep your teammates allive! Makes up for some interresting new missions! (leave noone behind!)

Quote[/b] ]+ Heroic buddy efforts, "cmon Cleetus lets kill those suns o bitches!"
We know it from the close combat series. Makes sence if a emotional status for the soldiers is implemented (scared, suppressed, fleeing, surrendering...)

All in all some good suggestions!

These features would not limit the player in anny way!

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Quote[/b] ]+ Having to carry your injuries in some form or another from mission to mission.

Yes and if you are killed or critical injured you continue the campaign with a new character (kills reset) so no mor replay for uncompleted missions (I hate that).

ok new character sounds good but getting killed and still going strong with another dude?! wake up pal. if you get injured so badly that you can't carry on with the previous guy could work but getting through the missions without completing a single one of them??

and reset kills? I think fragging is not quite the primary objective. "we lost the war... so what I survived and killed 2000 enemies"

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I might have put my words wrong. What I meant was:

If your character is killed you continue with the next campaign mission with a new character (all kills, missions completed etc. erased). You basically continue the campaign as a replacement soldier. Like this you would be more motivated to kepp your charakter alive resulting in amore realistic gameplay. Also you would be playing different missions all the time giving you more motivation too (not the same mission setting all the time like in replay)

The campaign may be affected (or not) by the success/failure of your missions depending on  the campaign structure. In a real war scenario the life of a single soldier has a limitted influence annyway.

The old OFPdemo had the additional missionobjective to retreat when the mission went wrong. I liked that a lot and I think every mission should have this option!

Quote[/b] ]fragging is not quite the primary objective. "we lost the war... so what I survived and killed 2000 enemies"

Well it should be like: "we won (or lost the war) the war but I would have been killed 10times. Some of my charakters did quiet good and earnd some medals..."

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doesn't that mean that you can still complete the game even if you get killed in every mission you play? or have I missed a point there?

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Yeh you can.....

The main problem i see with this is it is a nightmare script-wise and story wise to carry out. Imagine original OFP with this system....one mission you are David Armstrong, the story, all the speech sounds, ect, are set up for THIS character....something goes wrong, you go home in a body bag.....now BIS have to have made a system that allows your replacement to be re-intergrated into the storyline, include sounds for your new character (no more "ok Armstrong! Move! Move!", because your now called John Doe), ect....and this is only the beggining because you have the potential to go through as many characters as there are missions...and with 3 campaigns, thats gonna be crap.....

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I think a campaign like this would be perfectly doable and a nice change to all the other linear FPS campaigns.

In cutsceens dialogs have to be kept more simple, without using names or ranks. I would gladly trade a player specific movie like storyline against a more open campaign structure. I mean the option to influence the story/campaign is the reason why we play PCgames instead of watching movies.

In the OFP campaign teammates could be killed in one mission and still show up in a cutsceen before the next mission. This could be avoidet if you would leave optional open spaces before/after missions and during transport where dialogs with teammates can take place. These dialogs should be specific for certain teammates and obviously there would be a limited number of teammates with a storyline. So if you get all these characters killed no more entertaining dialogs. So you better keep them alive!

I dont´t think that going thru a campaign without anny mission completed is a problem it could still lead to an alternate campaign ending.

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Nah its impossible to construct a *Decent* storyline to influence where all the characters could get killed. C'mon man, would you have liked OFP changed so that, say, you couldnt return to the resistance castle, because David Armstrong got killed 2 missions ago, and therefore you dont know them...or would you have had BIS do the job of scripting it so that there was an alternative for it. Which would be time consuming, difficult, and probably result in a fall in quality.

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