US Classes
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- Posts: 1895
- Joined: 2004-11-23 05:27
US Classes
here is what i see the classes being in this mod for the US
Rifleman:
M16A2
2 Explosive grenades
2 Smoke grenades
Knife
Binoculars?
Grenadier:
M4 (or is it M16A2?) w/M203
2 smoke grenades
Knife
Binoculars?
Medic:
M16A2
2 Smoke grenades
3-4 Bandage packs to stop bleeding (or heal a little, if AA bleeding system can't be done)
knife
Binoculars?
Engineer:
Shotgun? (not sure of realism)
Explosive packs
Pistol? (not sure about realism of that)
Crappy wrench (fixes a lot slower, but doesnt run out fast, just takes a long time to fix something)
2-4 Anti Vehicle mines
2-4 anti infantry mines
(about mines, what would a realistic amount of carried mines be at one time? do you every carry both kinds at once? Maybe different variations of engineer, one with av mines, one with ai mines and one with expacks)
knife
Binoculars?
Sniper:
ghillie suit!
m24 or m14 or maybe m82 as unlockable or something
spotter scope (face it, no one is ever going to be a spotter class)
pistol? (realism again...)
knife
Binoculars?
Support:
m249 SAW
4 smoke grenades (maybe some frag grenades, realism check)
knife
ammo for other players ( would the support class irl carry everyone elses extra ammo?)
Binoculars?
Anti tank:
No idea what would be realistic.
Predator or LAW?
pistol? maybe rifle?
smoke grenades?
frag grenades?
knife
Binoculars?
SF (or force recon or whatever)
SILENCED M4 (MP5 if Navy Seals)
SILENCED Pistol
Laser Designator
knife
c4? grenades (again perhaps different varients)
Binoculars?
Parachute? (sf class would be the one doing halos and whatnot)
Now in my grand scheme you would also have these:
Squad leader (when you become squad leader, kit and player model changes a bit)
m16a2
smoke and frag nades
knife
Binoculars
Pilot class (anyone who enters the pilot or copilot position of a helicopter or jet gets a model makeover and a class make over)
pistol
knife
flaregun
no parachute: cant para out of heli( to my knowledge) and jets hopefully will have ejector seats
Driver class: (anyone who drives something more complex (or becomes the gunner of, or part of tank crew etc...) changes like pilot class)
pistol
knife
maybe flaregun.
Devs, community, thoughts?
Rifleman:
M16A2
2 Explosive grenades
2 Smoke grenades
Knife
Binoculars?
Grenadier:
M4 (or is it M16A2?) w/M203
2 smoke grenades
Knife
Binoculars?
Medic:
M16A2
2 Smoke grenades
3-4 Bandage packs to stop bleeding (or heal a little, if AA bleeding system can't be done)
knife
Binoculars?
Engineer:
Shotgun? (not sure of realism)
Explosive packs
Pistol? (not sure about realism of that)
Crappy wrench (fixes a lot slower, but doesnt run out fast, just takes a long time to fix something)
2-4 Anti Vehicle mines
2-4 anti infantry mines
(about mines, what would a realistic amount of carried mines be at one time? do you every carry both kinds at once? Maybe different variations of engineer, one with av mines, one with ai mines and one with expacks)
knife
Binoculars?
Sniper:
ghillie suit!
m24 or m14 or maybe m82 as unlockable or something
spotter scope (face it, no one is ever going to be a spotter class)
pistol? (realism again...)
knife
Binoculars?
Support:
m249 SAW
4 smoke grenades (maybe some frag grenades, realism check)
knife
ammo for other players ( would the support class irl carry everyone elses extra ammo?)
Binoculars?
Anti tank:
No idea what would be realistic.
Predator or LAW?
pistol? maybe rifle?
smoke grenades?
frag grenades?
knife
Binoculars?
SF (or force recon or whatever)
SILENCED M4 (MP5 if Navy Seals)
SILENCED Pistol
Laser Designator
knife
c4? grenades (again perhaps different varients)
Binoculars?
Parachute? (sf class would be the one doing halos and whatnot)
Now in my grand scheme you would also have these:
Squad leader (when you become squad leader, kit and player model changes a bit)
m16a2
smoke and frag nades
knife
Binoculars
Pilot class (anyone who enters the pilot or copilot position of a helicopter or jet gets a model makeover and a class make over)
pistol
knife
flaregun
no parachute: cant para out of heli( to my knowledge) and jets hopefully will have ejector seats
Driver class: (anyone who drives something more complex (or becomes the gunner of, or part of tank crew etc...) changes like pilot class)
pistol
knife
maybe flaregun.
Devs, community, thoughts?
![Image](http://img121.imageshack.us/img121/774/figtestersig.jpg)
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- Posts: 373
- Joined: 2005-01-27 13:59
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- Posts: 153
- Joined: 2004-10-28 09:10
Playing Devils Advocate here....
You mention the class of the player changing when he jumps into a vehicle. What is to stop him from reverting back to his original class when he exits the vehicle??
One possible solution could be something along the lines of he drops his kit when he enters the plane/chopper/tank, although I think this would complicate things a bit much.
Would it be possible to have the vehicle characteristics change when a "pilot" class jumps in?? The tanks could be either smoother over rough terrain, or the planes respond quicker, or the helo's are easier to control. That way the pilot class could be useful to the team.
This wouldn't stop other players getting good with the vehicles, but it would cut down on the smacktards who jump into the plane, and use it as a fast taxi to the best camping spots.
You mention the class of the player changing when he jumps into a vehicle. What is to stop him from reverting back to his original class when he exits the vehicle??
One possible solution could be something along the lines of he drops his kit when he enters the plane/chopper/tank, although I think this would complicate things a bit much.
Would it be possible to have the vehicle characteristics change when a "pilot" class jumps in?? The tanks could be either smoother over rough terrain, or the planes respond quicker, or the helo's are easier to control. That way the pilot class could be useful to the team.
This wouldn't stop other players getting good with the vehicles, but it would cut down on the smacktards who jump into the plane, and use it as a fast taxi to the best camping spots.
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- Posts: 30
- Joined: 2005-02-22 11:38
Yeah, I think that they should drop their kit when they get into a plane or tank, but I don't think that having a pilot class with special abilities would stop smacktards. They wouldn't care about how well the plane responded (unless it made it practically unflyable), because they would just be using it as a taxi. It might work if there were some really, really, harsh penalties for not being pilot class in a plane or tank.
Hi, my name is Jeff and I'm a Realismoholic.
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- Posts: 975
- Joined: 2004-07-26 02:23
There should be no picking up "Classes". You pick up weapons, that is all. If you are a medic, that is what you are. You can pick up a LMG, but you ARE a medic. If this can not be done. and you can only pick up classes take it out. A person should not be able to pick up someones uniform and weapon and instantly be trained in that role.
Now the "Special" classes. Pilots and tankers. BF:V had the dual spawn options(IE you could be a engineer with claymores or a mortar). So make a
"Vehicle Operator"
Option 1 - Pilot:
Knife
Pistol
Parachute(ONE use, can be "reloaded" only at special supply boxes at airfields*)
Binoculars(no spotting ability)
Flare gun
Option 2 - Tanker
Knife
Pistol
M4 Carbine(I think theres a special carbine for tankers with an extra short barrel, that'd be cool to see)
Binoculars(No spotting ability)
Fire Extinguisher(Can be used to prevent a tank from being "killed" when it is beyond 0 health. CAN NOT be used to repair a tank beyond minimal operatable health[in DC this is when it stops moving and is on fire]).
*The para reloading is for 2 reasons. ONE it is not realistic to be able to use a parachute more than once. TWO this will prevent players from taking pilot and simply picking up another gun so they can abuse their parachute.
Idea for fire extinguisher was from the DCR forums, its a good idea, and would be nice to have in PR.
Now the "Special" classes. Pilots and tankers. BF:V had the dual spawn options(IE you could be a engineer with claymores or a mortar). So make a
"Vehicle Operator"
Option 1 - Pilot:
Knife
Pistol
Parachute(ONE use, can be "reloaded" only at special supply boxes at airfields*)
Binoculars(no spotting ability)
Flare gun
Option 2 - Tanker
Knife
Pistol
M4 Carbine(I think theres a special carbine for tankers with an extra short barrel, that'd be cool to see)
Binoculars(No spotting ability)
Fire Extinguisher(Can be used to prevent a tank from being "killed" when it is beyond 0 health. CAN NOT be used to repair a tank beyond minimal operatable health[in DC this is when it stops moving and is on fire]).
*The para reloading is for 2 reasons. ONE it is not realistic to be able to use a parachute more than once. TWO this will prevent players from taking pilot and simply picking up another gun so they can abuse their parachute.
Idea for fire extinguisher was from the DCR forums, its a good idea, and would be nice to have in PR.
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- Posts: 30
- Joined: 2005-02-22 11:38
How about if you got in a plane and you weren't pilot class you would pass out or something at a certain number of G's, but pilot class would only pass out at a very high number of G's. I don't know how this would convert to a tanker (maybe overheating?). I also agree with the slower controls idea.
Hi, my name is Jeff and I'm a Realismoholic.
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- Posts: 975
- Joined: 2004-07-26 02:23
Im making educated guesses, how about that solo
As for wether or not they will be the only ones, I think its rather obvious. Its a realism mod, IRL your average marine can not fly an F16, IRL your average marine can not operate an Abrams. So in PR they should not be able to. If this can not be worked in, something needs to be. The current system in BF is fubar.
![Wink :wink:](./images/smilies/icon_e_wink.gif)
As for wether or not they will be the only ones, I think its rather obvious. Its a realism mod, IRL your average marine can not fly an F16, IRL your average marine can not operate an Abrams. So in PR they should not be able to. If this can not be worked in, something needs to be. The current system in BF is fubar.
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- Posts: 1895
- Joined: 2004-11-23 05:27
About the classes changing back upon exiting... im thinking in BF2 it will be possible to actually do one of these two things:
Lock vehicles from certain classes
OR
Make it so your kit changes along with your player model, and doesnt change back.
Hopefully, either spawnable pilot and tanker classes are possible, or my varient of them are.
sorry to kind of post the same thing as your thread solodude (we from same state!) or did you post yours after mine?
BTW, i was looking for a dev to come and say, NO the classes will be like this....cough...devs....cough...
Lock vehicles from certain classes
OR
Make it so your kit changes along with your player model, and doesnt change back.
Hopefully, either spawnable pilot and tanker classes are possible, or my varient of them are.
sorry to kind of post the same thing as your thread solodude (we from same state!) or did you post yours after mine?
BTW, i was looking for a dev to come and say, NO the classes will be like this....cough...devs....cough...
![Image](http://img121.imageshack.us/img121/774/figtestersig.jpg)
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- Posts: 202
- Joined: 2004-09-24 22:50
currently bf2 has it set to where they keep the current look(outfit) a player has when they leave the vehicle(example person goes in plane comes out with pilot suit). As for the binoculars in the first post, I don't think they will be in bf2 aside from laser designatorDeagle wrote:Playing Devils Advocate here....
You mention the class of the player changing when he jumps into a vehicle. What is to stop him from reverting back to his original class when he exits the vehicle??
One possible solution could be something along the lines of he drops his kit when he enters the plane/chopper/tank, although I think this would complicate things a bit much.
Would it be possible to have the vehicle characteristics change when a "pilot" class jumps in?? The tanks could be either smoother over rough terrain, or the planes respond quicker, or the helo's are easier to control. That way the pilot class could be useful to the team.
This wouldn't stop other players getting good with the vehicles, but it would cut down on the smacktards who jump into the plane, and use it as a fast taxi to the best camping spots.
![Image](http://img135.imageshack.us/img135/4351/finished60bi.jpg)
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- Posts: 202
- Joined: 2004-09-24 22:50
oh yea, I seen that in one of gamespots recent previews, still kinda hazy with the binoculars thoughsolodude23 wrote:I think there will be, but you cant call targets with them. Or maybe you can, but its a different way of aiming artlillery. And yes there is confirmed artillery for all sides. It can be transported via by ground vehicle or by helo.
![Image](http://img135.imageshack.us/img135/4351/finished60bi.jpg)