All this depending on if EA wants to veer from its established BF formula...
Here's a few of my old posts with similar suggestions. I don't even remember what half of them were about, but they're what came up on a search:
http://forums.bf2s.com/viewtopic.php?id=15477 - Scout Kit
http://forums.bf2s.com/viewtopic.php?id=55039 - Misc Changes (mostly applicable to BF2, not 3)
http://forums.bf2s.com/viewtopic.php?id=55047 - Transport Changes
http://forums.bf2s.com/viewtopic.php?id=20705 - More Tweaks
http://forums.bf2s.com/viewtopic.php?id=18479 - Give us navy, dammit!
Original in white, inserts in
yellow, post-paragraph comments in italics:
Nenad1234BGD wrote:
Proposed game-play concepts for BF Series (Volume 1)
Campaigns/Scenarios
Link up several maps in sequences, as sequences of events on the battlefield depending on the outcome of the battles. This would make players play longer continuously and provide a feeling of advancement in particular battlefield. The particular battles could be made "winnable" in best of three series. The number of series can be adjusted by server, thus allowing longer play on particular maps. The team that wins three (or more) battles takes over initiative to get deeper into enemy territory. Sequences of up to three Campaign maps would make team win the mini-campaign. An incentive should be provided through the point system for players to continuously play-on. This could be done by awarding honour points.
- Matches can already last upwards to an hour, which is great for off-and-on playing, but not everyone has time for a full-day campaign. Additionally, resetting battles every now and then can help shake things up a bit. Servers shuffle players around between matches, people leave, and new people join. But the idea's good and and implementable as multiplayer campaigns, so long as each subsequent map stages battles with teams on equal terms. Less realistic, but better for gameplay.
Awards and medals could be awarded for completion of separate campaigns successfully. Winning teams commanding officers should receive additional bonuses for successfully deployment of the troops and selecting appropriate strategy.
- Campaign ribbons would be a good substitute for 'honour points.'
To be a commanding officer, player needs to complete "Commanding Officer's training" to be able to lead troops effectively. This could be done separately from the game, and should include testing of the candidates. Only an eligible and trained player can apply for position of CO on a map/campaign. In case several players apply at once, the highest ranking player gets the position. Once a CO is selected he is there until the end of that campaign or until voted off the position. Percentage of votes needed is reduced by number of team-kills commander has caused. For instance team-kills with artillery barrage.
- Add to this an option for players to vote in an 'unproven' player as commander. Useful for when nobody else wants to take it. Additionally, a commander can't help if a bunch of players ass out on the battlefield and go out of their way to catch shells on their tongues. No penalty should be automatically applied to indirect team-killing.
The CO is given a spectre of possible troops/units to deploy on a particular map. Depending on specialization of the particular CO, he could assign more armoured units or more artillery to his team. COs are awarded honour points which allow them to locate more assets on the battlefield. Enemy can capture assets is battle is lost. In 30 secs before the start of the game CO will be placing starting positions of different units on the map as well as base defences. Those will be the starting points for the squads to deploy and select their custom assets.
- Yes. Commanders should be given more toys to play with, if people expect them to more naturally fall into the habit of strategy, rather than engaging in run'n'gun themselves.
Individual players can choose which unit they want to join and spend the rest of the battle with their unit. Unit changes are allowed only at the end of a battle. Certain unit types have pre-defined number of players that can join. For example, for each artillery piece only one player is allowed. Squads of SF teams are up to four men.. etc. Squad leaders are the highest ranks in the squad. More dedicated players could name their individuals squads and design own coats of arms.
- I like the idea of being able to lock yourself to a squad. Here's how it could work:
Alpha Squad has four players: Bob, Joe, Xap and Tigger. Johnson joins. Johnson applies for 'permanent' squad membership, and the squad leader can accept or decline. If he accepts, Johnson will remain in the squad for the remainder of the squad's existence throughout the current game and subsequent matches, or until he disconnects.
Skills
With the advancement in ranks, players get to select unlocks, additions to their equipment and specialization in particular skills. There should be a total of (4) levels to advance to for skills of particular types of soldiers. For example medic on the first level with one medic bag would heal only 25% of the health, with medic on level 4 healing 99% of the health. Higher level medics can revive dead soldiers, but when revived soldiers have little energy. Engineers could specialise in speed of repairs or the amount of repairs, so an engineer on level 1 would be able to repair only 25% of an asset, level 4 engineer can repair the entire thing.
Custom assets would allow players to further specialise in particular fields of combat. For instance, SpecOps could specialise in scuba diving on water maps to approach some locations unnoticed. Additional assets could include underwater-propulsion.
- Good idea. Looks like it might get a bit too complicated, though. I don't have time to delve too much into it right now, so I'll insert a few suggestions.
Skills and Custom Assets of Different Kits
SpecOps
- Skills:
- Explosive ordinance
1. Allows planting of remote controlled explosives (pretty much the same as the C4 in BF2)
2. Allows planting of timed charges (similar as C4, but only with with 30 secs charge)
3. Defuses all kinds of explosives (except landmines) (defuses explosives in 10 secs)
4. [need a suggestion] "Detect explosive ordnance", similar to a D&D-style "detect trap." Skull/crossbones icon appears within certain range of enemy explosives, enemy icons appearing as a different color.
- Underwater operations
1. Basic underwater skills (allows player to dip under water and swim invisible to the enemy on surface)
2. Allows use of underwater propulsion systems (allows faster swimming under water)
3. Allows use of demolitions under water (1 and 2 of explosives) (can plant explosives underneath RIBs)
4. Allows use of covert-op equipment under water (silenced guns can now operate under water, otherwise only knives are used)
- Cover operations
1. Ghile suits (camo suits, forest type only)
2. UAV avoidance equipment (allows player not to be seen by uav when being specops with this capacity)
3. Locators (Locators can be used to signal to arty where to fire, signals shown on map)
4. Silenced weapons (silenced main gun)
- Recon and signaling
1. Binoculars (can spot enemies further away)
2. Allows use of Laser guidance for aircraft (can pinpoint targets for airplanes or helicopters. missiles fired from jets or helis will hit the target if in line of sight)
3. Smoke signals for artillery (alternative signaling method, could attract artillery or ask for reinforcement or pick up by heli)
4. Allows Hacking into enemy UAV system (can hack in and see where it is deployed)
Custom Assets:
- Explosives
- Underwater propulsion and suit
- Silenced weapons
- Locators/laser guidance systems
Snipers
- Skills
- Recon and Signaling
1. Binoculars (can spot enemies further away)
2. Allows use of Laser guidance for aircraft (can pinpoint targets for airplanes or helicopters. missiles fired from jets or helis will hit the target if in line of sight)
3. Smoke signals for artillery (alternative signaling method, could attract artillery or ask for reinforcement or pick up by heli)
4. Allows use of body heat sensors (can spot the enemies behind walls and fences up to 50m away)
- Camouflage
1-3. Selection of four different camo types according to battle terrain (different suits to blend in forest, desert or snow)
4. UAV avoidance equipment becomes available (allows player not to be seen by uav when being sniper with this capacity)
- Counter-Sniping
1-4. Selection of scopes for different distances (only one scope per battle) (improved visibility over longer ranges)
- CQB Training
1. Claymores, remotely detonated (something like c4 in bf2, only against infantry)
2. Claymores become automated (current claymores)
2. HP Pistol (unlock) (more powerful pistol, for CQB, not silenced)
3. Knife throwing skill (throw one knife at the enemy and pick it up, instant kill at short ranges)
Custom Assets
- Locators and signaling devices
- High power sidearm
- Heartbeat sensor
- Scopes
Assault
- Skills:
- General Skills
1. Medic I skill available if appropriate kit is picked up (can heal up to 25%)
2. Engineer I skill available if kit is picked up (can repair up to 25%)
3. Support I skill available if kit is picked up (can rearm up to 25%)
4. Recon and Signaling I skill available if kit is picked up (binoculars available for use)
- Assault Skills
1. Run 10% faster than normal
2. Reload 10% faster than normal
3. Climb objects with no aids up to 1.10% of one's heights
4. Reduce damage from jumps from high altitudes by 50%
- Para's
1. Allows carriage of parachutes - automatic opening when deploying from aircraft
2. Manual opening of parachutes
3. Automatic HALO skill (on minimum height)
4. Allows use of mountable MG (unlock) (can be fixed for improved accuracy and has limited amount of ammo)
- War Veterans
1. 10% faster recovery from flash-bangs
2. 10% faster recovery from tear gas
3. 50% 25% less screen shake-ups on strong explosions
4. [need a suggestion] 25% physical endurance regeneration
- Custom Assets
- Parachutes
- Machine Gun
- Shovel (to dig in in a position, where situation allows)
- Coloured smoke grenades
Support
- Skills:
- Straight
1-4. Number of ammo bags one can carry (can be refilled only by supply crate)
- Support skills
1. Refills 1/4 of all ammo needs with one bag
2. Refills 1/2 of all ammo needs with one bag
3. Refills 3/4 of all ammo needs with one bag
4. Refills ammo completely with one bag
- Agility
1-4. Reduced pace at which stamina is decreasing on running/jumping by 10%
- Special Functions
1. Reloads rockets for AT
2. Reloads rockets for Stinger/Igla
3. Allows use of revolving grenade launcher (unlock)
4. Body armor increase by 10%
Custom Assets
- Revolving grenade launcher
- Ammo bags
- AT Rockets
- Stinger Rockets
Medic
- Skills:
- Medical Skills
1. Refills 1/4 of all health needs with one bag
2. Refills 1/2 of all health needs with one bag
3. Refills 3/4 of all health needs with one bag
4. Refills health completely with one bag
- Emergency skills
1. Drag Body (allows player to drag wounded teammate to safety before reviving him)
2. Revive person
3. [need suggestion]
4. Revive the killed person
- Agility
1-4. Reduced pace at which stamina is decreasing on running/jumping by 10%
- Combat skills
1. Parachute (skill 2 equivalent of assault)
2. Body armor increase 10%
3. War Veterans 3 skill equivalent from assault
4. Allows use of assault rifle (unlock) (normally medics are armed with sub-machine gun)
Custom Assets
- Shock paddles
- Assault Rifle (unlock)
- Parachutes
- Coloured smoke grenades
Anti Tank
- Skills:
- Anti Tank specialist
1. Deals 5% more damage to vehicles
2. Deals 10% more damage to vehicles
3. Deals 15% more damage to vehicles
4. Deals 20% more damage to vehicles
- Explosive ordinances (can use explosives)
1. Can plant explosives if appropriate kit is selected
2. Can defuse explosives if appropriate kit is selected
3. Can place landmines
4. Can defuse landmines
- Armour and physique
1. Body armor up 10%
2. Body armor up 20%
3. Stamina improvement 5%
4. Stamina improvement 10%
- General combat skills
1. Medic I skill available if appropriate kit is picked up
2. Engineer I skill available if kit is picked up
3. Parachute can be used
4. Recon and Signaling I skill available if kit is picked up
Custom assets
- AT rocket
- AA rocket
- Parachute
- Shotgun (unlock)
Engineer
- Skills
- Engineering skills
1. Can repair up to 1/4 of damage
2. Can repair up to 1/2 of damage
3. Can repair up to 3/4 of damage
4. Can repair full damage
- Agility and speed
1-4. Improves speed of repairs by 10% each level
- Explosive ordinance
1. Can plant land mines
2. Can defuse land mines
3. Can defuse any other explosives
4. Can Hack-out enemy interference with UAV (every once in a while engineers should check if there is someone hacked into the UAV)
- Proficiency trainings
1. Artillery use (can man the artillery. cannons are manually operated, with infinite ammo can fire ONLY on CO's order)
2. Infantry mortar use (unlock) (just like arty, but on a smaller scale, max 300m range)
3. Disable vehicles I (cars, tanks) (vehicle appears fine, with full armor, but health is 0 and has to be repaired)
4. Disable vehicles II (helis and jets) (same as above)
Custom assets
- Lang mines
- Infantry mortar (unlock)
- Defuse/Disable equipment
- [need suggestion] vehicle sabotage kit
*snip*
That's all I got time for
Last edited by unnamednewbie13 (2007-07-18 18:09:06)