Re: PR: The Great War
Posted: 2023-12-01 21:41
maybe self-loading rifles for specialist kits instead for every squad?
No. This is world war 1. Automatics should be rare and reserved for assault troops. It be better for balance and gameplay if the breacher/pointman equivalent is restricted to bolt actions only. Giving him a pistol primary, would just encourage lone wolfing(trust me it's the first thing I would do myself if given the option). Same with officer. Giving him a semi auto rifle will invalidate the team's standard bolt action rifle. Only one man should have access to a semi auto rifle in each squad. Again, It must not be the officer, as putting himself on the frontline and in danger, negates his intended role. Officer would be better served retaining a pistol or revolver for personal defense in close quarters situations. While retaining the teams standard rifle so he does not become a priority target.ismaelassassin wrote:maybe self-loading rifles for specialist kits instead for every squad?
You'd have to design small and linear maps, like how the game Verdun did it, a 4x4 kilometer map would just not work given the nature of movement would be by foot only, trucks were a thing but only carried troops around in the backline not the front--because of this there will be no drivable terrain for trucks. Then there'd also be the issue of how to handle FOBs and logistics because of that, how will spawnpoints work after capturing a trench? You'd most likely have to add a spawnpoint behind each captured flag instead of relying on FOBs to be built by players.Multi wrote:Sure, feel free to share them
Well, I thought a 4km map was an requirement for a modded faction, but if an exception can be made for WW1, then greatPotatoLord wrote:You'd have to design small and linear maps, like how the game Verdun did it, a 4x4 kilometer map would just not work given the nature of movement would be by foot only, trucks were a thing but only carried troops around in the backline not the front--because of this there will be no drivable terrain for trucks. Then there'd also be the issue of how to handle FOBs and logistics because of that, how will spawnpoints work after capturing a trench? You'd most likely have to add a spawnpoint behind each captured flag instead of relying on FOBs to be built by players.
I say this because even if you do nail out what kit gets what gun the maps and mechanics that would have to be made are just far far too ambitious in my opinion.
So I just am going to repeat that I REALLY caution against going forward with this project in particular since in my eyes it just wouldn't work. Hearing that your project is simply too ambitious is something everyone dreads hearing but egging you on when me and others (including devs) know full well this will probably never be completed even if you somehow created all required assets would be unethical.
dude, thats what im saying. spcialist kits are the ones you get from crates not spawning. those are rarerdcm1 wrote:No. This is world war 1. Automatics should be rare and reserved for assault troops.
I disagree. You need atleast one guy in the squad who can spawn with some sort of automatic or rapid cycling primary weapon. But I'm not against having pure bolt-action vs bolt-action gameplay. I love an even playing field. It's when and where skill shines.ismaelassassin wrote:dude, thats what im saying. spcialist kits are the ones you get from crates not spawning. those are rarer
It makes no sense to cut the MG08 considering we already have models for it and having no difference between auto-rifleman and Machine gunners is a bad idea, same with the other MG "cutting" suggestionsdcm1 wrote:
Just a thought but I'd cut back the following guns;
Reichsrevolver
MG08/15(keep the madsen because many other teams can use it)
Karabiner 1888(dont you mean 1898?)
1892 Revolver
Hotchkiss 1909
Berthier(I'd much prefer an 8 round tube fed lebel over a 3 shot enbloc clip fed carbine)
RSC1917
Flamethrowers(this one pains me the most)
I rescind my comment about the mg08/15. But I still believe that excessive and redundant weapons should be curtailed for the first release, so you can get something out the door ASAP. There is no need for more than one type of rifle, pistol and machine gun per faction.Multi wrote:It makes no sense to cut the MG08 considering we already have models for it and having no difference between auto-rifleman and Machine gunners is a bad idea, same with the other MG "cutting" suggestions
Also, the "Priority" tab on the weapons exists for a reason
as someone has said. WW1 was marked by the introduction of the machinegun. There should definetly be 1 machinegun per squad while everyone else just has bolt action rifles and pistols. Stormtroopers would just have stuff like more granadesdcm1 wrote:I rescind my comment about the mg08/15. But I still believe that excessive and redundant weapons should be curtailed for the first release, so you can get something out the door ASAP. There is no need for more than one type of rifle, pistol and machine gun per faction.
I also disagree with giving every squad a machine gun. It's WW1 MGs should be reserved for only the machine gunner class proper. Because, I am in love with the idea of each faction having a unique type of 'Stormtrooper' kit. E.G. RSC1917 for the french, MP18 for the germans and an M1897 shotgun for the(hypothetical) americans.
Thank you for the info, I'll check it outAfterDune wrote:There used to be a "BF1918/2" mod which had some WW1 stuff in it. Have you checked that out? It has a bunch of planes, some static objects and two old school armoured vehicles.
Did some Googling, you can still download it here: https://www.bf-games.net/downloads/cate ... 19182.html
(you can 'install' the client files in a directory that has a file called "BF2.exe" in it - can be a dummy file)
No idea who made it, but might be in the files somewhere. It's quite old, but who knows .
Anyway, good luck with your efforts!