Poseidon wrote:
unnamednewbie13 wrote:
My wishlist, in no particular order:
1) Naval units. - Yes
2) Underwater and underground combat. - Underwater sounds good, but underground? Not really sure how that'd work unless you're talking bunkers and tunnels.
3) Longer visibility range and a wider map border tolerance for aerial combat. Yes
4) More effective camo for sniping camping and counter-surveillance. Definitely
5) Target painting for infantry: give tanks, ships, and aircraft something to aim at. Not sure what you mean here
6) More detonation options for explosives. Definitely...would love timed explosives
7) Bullet penetration and moderately-destructible buildings. Yes
8) Terrain deforming (come on, even Magic Carpet had it). BFBC has it so it'll probably happen
9) Customizable skins and paraphernalia, ala an enhanced BF Vietnam. Hell yes
10) More weapons freedom between classes. Can't I get a medic with a shotgun? Support with a Stinger? YES!
11) User-end option for violence level. I know it'd push it to M, but the dust puffs are silly. I wish it'd happen to, but not likely
12) User-controlled artillery. Eh...it's in BFBC, and it's really not that great for two reasons = it's literally near constant...every 8 seconds and because people TK so many times for it.
13) Wider variety of base infiltration and sabotage tactics and objectives. Definitely
14) Supply lines game mode, ala CoH. Sounds interesting
Too lazy to think of any more.
2) Bunkers, sewers and tunnels, just like in BFV.
5) Put simply, spec ops guy points laser at smug tank. Shows up on map and gets a box at range for other vehicles. How would you like to be puttering around a field with your tank and suddenly get a juicy target in the middle of town?
8) It's the least I'd expect.
11) Probably not. The way I've seen some BF2 bodies deform on ladders, it may as well have blood.
12) It was in BF1942, and the system was mirrored over for '42's ship combat (aft destroyer turret and battleship turrets). On Midway, you could take a ship out to the corner and have a buddy with the scout kit call targets on the island. Pretty much the same thing with mobile artillery. If the other team doesn't like it, they can bloody well blow 'em up before they can get into position and saturate flags.
14) To clarify for others: territory mode. If you capture territory behind enemy lines and cut off their forward positions, those will no longer count for tickets. Of course, your captured territories won't either, unless they're linked to your primary mass. I'm thinking it would inspire players to put up more of a concerted front, leaving random scattering to the losing teams.
Of course, the server could always kick someone for excessive teamkilling.
DrunkFace wrote:
10. Don't really agree with. Unless it's like Vietnam where you have a choice of only a few weapons not anything you like. Other wise everyone will be using the same thing all the time.
My additions.
No or limited UAV.
No revives... It unbalanced infantry and medics way too much.
No instant heals (ie no dropping medic bags) same reason as above.
10) That's sort of what I was getting at. I'm not talking medics loaded down with C4 or support guys with dual pistols or engineers with sniper rifles. Variation within reason, beyond primary weapon unlocks.
Let me modify your additions:
- UAV shows up on AA weaponry. Less hit points.
- Revive limit; if you get killed, a medic can revive you under the following circumstances:
a) three seconds after revival, you can get up off your back
b) if you are killed before reaching a supply crate, you may not be revived again and will have to respawn
c) if you are already at a supply crate and are killed 30 seconds or less after revival, you will have to respawn
- '42 bandaid slowness makes sense.
Last edited by unnamednewbie13 (2008-06-20 02:57:48)