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Showing results for tags 'loadout'.
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We should have a load out system in Squad that lets us customize our weapons. ie. sights (Acogs,rifle scopes,canted iron sights, etc.),muzzle attachments (suppressor, muzzle breaks, etc.),barrels,rail attachments (laser,infrared lasers,flashlights, etc.) and some camo.
After seeing all these posts about kit and loadout systems and resource based spawning etc. I came up with an idea to combine alot of these suggestions together into one large working system. Of course ths idea is still fresh and would need some help from you guys to polish it out but let me just sum up the things i thought of. Btw pardon my english if i make any mistakes. First when a map is voted for there will no longer be the old kind of layout like in pr where it says "inf" or "alt" etc. Instead it tells us a number of "command points" which i'll cover later on. For example: "fools road 300CP" or something like that. After that the map will start to load and before we enter the spawn screen we enter a new screen which i call the "command screen". In this screen a commander can be chosen for example by voting or perhaps by server admins etc. If no commander is chosen then this is fine but i will first talk about the next thing. In this "command screen" the points i talked about earlier (CP) can now be spend on different kinds of troops from a list of units with all kinds of different stats, specialisations and equipment which could then form the layout and construction of that team. For example: - 60CP spent to unlock units from the 30th aerial service support. (which unlocks blackhawk choppers for transport and has some more logistical bonusses perhaps) -80CP spent to unlock the 11th raiding squadron. (which unlocks assault squads to be deployed. -60CP spent to unlock the 15th reconaissance platoon. (Which unlocks sniper teams and light scout infantry) -80CP spent on the 3rd tracked support company (which unlocks certain apc's ) Now a team has spent 280 CP from the 300 CP they had. This spending can be done by voting for certain units in the command screen and when a CO has been selected he will have a higher voting influence then the rest of the players. The same could be done with squad leaders but they then have to be selected in this command screen as well. You can however vote on multiple units for example a maximum of four units per team member. Then after a timer ends the average of all the votes will be automatically calculated and set up your team layout for the following match. The units that can be voted on and the limits they have can be decided by the server admins or game developers to make sure a team is balanced and not only consisting of CAS squads. Then when the round starts only these pre determent squads can be selected when creating a squad from a dropdown menu. And in the pre deployment phase a SL can drag and drop his squadmembers to his desired role in the squad menu Now this makes it possible for squads and teams to be totally different since it is now possible to have for example different kinds of infantry squads like a recon squad which for example has a max of 5 soldiers are faster in movement, more concealed, silenced weapons, more binoculars etc etc but may also be limited to only a few kits like 1 medic, rifleman, 2 marksman, 1 officer, 1 breacher. While on the other hand if an assault squad is unlocked it has a max of 9 soldiers with different pros and cons like more armour, more assault rifleman a lat kit etc. Etc. Multiple types of squads can be unlocked in the command screen as well as later in the game to have a more dynamic game, remember those 20CP we had left? Well they can be used for new unlockings later in the game when this team earns a certain amount of points by performing certain tasks like taking out enemies or capturing bases. Now the CP might also be used to "upgrade" the existing squads or buying support elements into the game like: uav's or jdams. Now the individual assets can be bought with "manpower" (MP). MP will be gained over time automatically as well as CP, MP can also be increased by performing certain tasks within a squad. However CP will have an overall value in the team and can be used by voting in the command screen later on in the game, while MP will be gained per squad and can be used by those squads to buy certain assets depending on what role the squad has. Now this system can be developed even further together with this suggestion http://forums.joinsquad.com/topic/137-integrated-squad-and-kit-loadout-and-restriction-system/which makes it possible for you to customize your squads in a limited way as a squad leader to your likings without changing the core of the squad like: an assault squad SL may choose between having 1 lat and 1 ar, or 2 ar's for example. This is as far as i've come right now with this suggestion. I could go on about this for hours but i think i've put alot of ideas on the table. Let me know what you guys think and if any of this could be possible in a fun and balanced way.
So I was thinking about how loadouts are gonna work, and I thought that instead of having your typical, basic menus, you can have a 3D model. With that 3D model, you can take an attachment, lets say an optic, it would appear on the model, and you can put it exactly where you want on the rail, you could adjust it back and forth to your liking. The same would go for other attachments like flashlights/lasers, grips, bipods, etc. As for attachment limits, I think the best limit would be as much space that you have on the railing. You also shouldn't be limited to having say a flashlight or a laser on the gun, you could have both on different rails. There should also be a very wide range of attachments. There should be multiple types of optics, suppressors, flashlights/lasers, grips, bipods, similar to Battlefield 4 but much more extensive. What would be really cool is some of the smaller things needed for attachments, for example, scopes. They need scope rings to hold it on the rail. There could be different types of rings rather than just the ones the scope comes with, not really statistically but more cosmetic. The loadouts could go a lot further than just the gun, also. There could be different types of gear, like NVGs, helmets, armor plates, vests, etc. With the vests, it would be really cool to have something similar to attachments on the gun, but instead, things like pouches on M.O.L.L.E. straps. Please take this into consideration, it's unique, and in my opinion the best way of creating a loadout.
Custom Named Loadouts For Each Class 'Loadouts' are a core component of FPS genre (for the sake of variety); even if they are not editable or customisable by players. Loadout features of 'similar games' (personal opinions): Insurgency (Loadouts can't be named, can't be saved, despite a nice choice of equipment per class)Project Reality (Loadouts can't be named, can't be saved, come in options which are hard to distinguish due to minute icons on the spawn screen and some loadouts don't even have the barely readable icons - non spawnable kits)ArmA series (Confusing, slow, irresponsive but detailed) Squad could hopefully bring a loadout system combining the best features and learning from the mistakes of other games. Loadouts are often associated with tier/ranking/unlockable system but these don't have to be neccessary for a user friendly experience. What Makes A Good 'Basic'/Game Ready Loadout? These are only my opinions. I'm not saying they are correct or the best. Default Equipment (even if not customisable)Being able to give it a custom name and save it and also revert it to the default name (user friendly)Being able to recognise what the class contains without relying on tiny icons (some of which may be duplicated and a great and horrible example of this might be IIRC; PR's Iraqi insurgent faction's IED class with very different IEDs - being unable to tell which is more Mortar and which is a mine both made for very different purposes)Basic Weapon Customisation (Iron sight or scope, without mentioning pay 2 win ideas or unlockables)Basic Weapon Selection (Full length or Carbine version, new version or old version or calibre or similar expected weapons for faction class)Saveable customisation and selection features which can be given custom names or default names based on the classRestricted Weapon Access (not all classes being able to carry and use every and any weapon) What Makes A Good 'Advanced' Loadout? These are only my opinions. I'm not saying they are correct or the best. Customisable equipment slots (needing more field dressings or more grenades?)Equipment weight system impacting Stamina, movement and accuracyCustomisable or Selectable Apparell/Clothing/Armour/Fatigues (This may include civvie clothes, different cammoflague schemes/patterns/designs, Armour schemes, Head armour schemes)An expansive customisation of weapon features (Barrel mounted torches, bi-pods, bayonets and so on) There's obviously many more considerations and options and arguements or balances but I only intend this thread as an inspiration for the developers (hopefully) which has been born out of frustration with FPS loadout schemes. Other Considerations These are only my opinions. I'm not saying they are correct or the best. Team/Squad/Clan/Guild/Community 'patches' on equipment - possibly a source of development revenue without subscribed or pay 2 win featuresSome customisable or selectable apparell/Clothing/Fatigues might not effect gameplay and therefore it is a wasted effort - but it could also a be a source of development revenue without sunscrined or pay 2 win features.Customisable in game character/person/avatars - might not effect gameplay and therefore it is a wasted effort - but it could also a be a source of development revenue without sunscrined or pay 2 win features. I know little about game design but just wanted to share experience of FPS gaming over a duration of 13 years (too much gaming).