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The Future of BRM
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04-03-2009, 01:51 AM
Post: #1
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Now that the main features I wanted to add in are done and BRM now has a very CoD2 TR feel which I feel is perfect for TR matches.
For public play a squad / class based system may be more fun and I'd like to explore this possibility. So... Ideas please! --------------- My thoughts so far Classes: - Rifleman - Assault - Squad Support (inc Sharpshooter?) - Officer (radio man?) - Anti-tank - Medic Rifleman - Choice of that teams semi-auto or bolt action rifle. Usually has a frag, no binoculars or smoke. Assault - CQB weapon class (Thompson / trenchgun) usually has a smoke and frag - no binoculars Squad Support - Access to the heavier squad support weapons such as the 30cal. Smoke, binoculars, no frag - Might also include the sniper in this class Officer - Different player skin with fully auto weapon. Also carries binoculars and signalling smoke (different colour) as well as a normal smoke grenade. - Could introduce artillery where the officer has to be near the radio man to call it in using the binoculars Anti-tank - Choice of satchels (proper satchels - not C4) or bazooka / panzershrek. Also has a pistol (no primary or frag?) Medic - The most difficult class to do imo as regards the actual healing mechanic. Do we have it so that the medic is the only player who can bandage people. Or maybe only the person who can bandage someone fully? What about a last stand style thing where if the medic gets to you could could continue to fight with a little bit of health? Ideas please! ----------- Reply here or at http://www.codbrothers.co.uk/forums.php?m=posts&q=936 (You don't have to do both Capelle )
![]() ![]() |Brothers|-2Lt.Robinson http://www.codbrothers.co.uk |
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04-03-2009, 02:00 AM
Post: #2
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I like the ideas. It sounds a bit like the RRM of CoD2, I was a medic for some time there.
I'd say, to make it the most realistic you should work with "pain", medics give drugs to ease the pain, maybe take out the bullet. This will get the soldier back in action, but with a few side effects (because of the drugs and the wound). Base it on the Last stand idea you mentioned. The last one you'll see dieing, is yourself.
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04-03-2009, 02:14 AM
Post: #3
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I always liked BHCs medic mod where when you need a medic you called it out via v 4 6 or whatever it was and it was up to the medic to get there and do the work.
![]() ![]() Cpt. Kibble 17th Airborne Division =Thunder From Heaven= |
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04-03-2009, 02:16 AM
Post: #4
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Awwww I like replying twice
But I don't think I will reply at all. Hope that's not a let down for you ![]()
![]() 1LT Jens Capelle Retired Executive Officer 45th Infantry Division 157th Regiment, King Company |
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04-03-2009, 02:28 AM
Post: #5
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Aww I like the binocs for Riflemen, they are your short range snipers and need them
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04-03-2009, 03:10 AM
(This post was last modified: 04-03-2009 03:10 AM by Robbo.)
Post: #6
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(04-03-2009 02:14 AM)Kibble Wrote: I always liked BHCs medic mod where when you need a medic you called it out via v 4 6 or whatever it was and it was up to the medic to get there and do the work. The problem is what do the medics actually do. All the interface stuff is just fluff - what is the core function of the medic and how does that work. People do like binocs - but would even infantry soldier in the US army be carrying some binoculars along with his M1? ![]() ![]() |Brothers|-2Lt.Robinson http://www.codbrothers.co.uk |
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04-03-2009, 05:11 AM
Post: #7
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For those people who have been around long enough to play GFM for UO, the medic system from there would be an awesome addition if it were to be possible to recode it.
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04-03-2009, 07:23 AM
(This post was last modified: 04-03-2009 07:25 AM by Phoenix.)
Post: #8
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I have so much to post and so little time atm to post it! lol. my thoughts on the medic system.
I've played with various medic mods and i think the best medic system would be a combo of all of them. This game has the Morphine needle built in somewhere because it is used in zombies. 1 Idea, Each player may apply pressure to prevent further bleeding but can not heal. Medics are the only one who can stop the bleeding entirely with bandages. 2nd Idea is same as the 1st but add Morphine into the equation. When a player is hit, that Black out fade in/out thing stays on even when healed unless morphine is given. Simulating pain. 3rd Idea (less practical for scrimmages, but awesome for combat maneuver based game types). Again, players can apply pressure. Medics carry bandages and morphine. Should a player take a nearly fatal hit, they go into the "last stand" mode with a time limit based on the hit rather then just bleeding right out. The only way to revive the person is with the morphine. I don't mod so what I am proposing may be impossible. Its just ideas in my head
"Mark of a Great Division, Courage is our Tradition. Forward the Big Red 1!" |
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04-03-2009, 07:57 AM
Post: #9
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(04-03-2009 03:10 AM)Robbo Wrote: People do like binocs - but would even infantry soldier in the US army be carrying some binoculars along with his M1? No but I bet they'd have a grenade!
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04-03-2009, 08:10 AM
Post: #10
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I like simplicity for Medics that also make them useful. Everyone can still bandage themselves. Medics bandage others 3x or 4x the normal rate and carry more bandages. Possibly work the morphine in to add a "health boost" that would give players that are near death a chance to fight again. I think if you start adding things like the last stand (without the pistol) or fading or pulsing screen you will lose alot of interest. I was going to post today about having a dvar to simply turn the black screen upon death off for pub play if the admin so chooses. My team like it for match play but for pub play it doesnt server much purpose.
![]() ![]() ![]() "Good people drink good beer" -Hunter S. Thompson |
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