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You're right. I remember in 1989-1990, when my unit got the AN PVS7's. they are passive. But there was a round doohickie on the side and when I turned it on, the infrared light showed brightly about 6+ feet. But when others turned theirs on past that, whoa, it was wild and I knew exactly where they were. The first impression was, that the infrared light was a dead give away in the realm of noise and light discipline.

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Doc and Papa, I agree with you guys - I have used PVS7s and 14s, mostly 7s... there is an emitter which I compare to a tracer - because it 'goes both ways'! (gives away your position- looks like you are wearing a light on your head - makes a great target) When we fought an enemy that did not have night observation devices "NODS" (also called Night Vision Goglesor NVGs) we could use the emitter without a reasonable fear they would see our emitters. Now there has been a proliferation of GEN 1 and 2 NVGs so use of the emitter is a force protection risk since we have to assume the enemy has access to basic level equipment. New soldiers have to be warned against the emitters unless trying to read a map while wearing NVGs (a task in and of itself!)

I will say regarding the pictures posted above, opinions differ but they are realy not a fair representation of a night landscape with the aid of a device. various factors such as starlight, moonlight, the quality of the individual device (very important - some units are outstanding, while other uniits are cloudy, grainy, orhave defects in the lenses) they are only similar in color and grainy-ness....most of the time we needed NVGs when at dusk, but when the moon came up I found I was better off without them. they are heavy, cumbersome and when the shooter is becoming acclimated to their use, distract the shooter from his job. it's hard to move through heavy brush with them on. they do magnify natural light, so combined with the moon, stars, they can be extremely effective. they also canhelp youspot a person carrying a regular flashlight, even one with a red "tactical" lense.

sorry to ramble, but Iwanted to make the point that NVGs have their uses!

You're right. I remember in 1989-1990, when my unit got the AN PVS7's. they are passive. But there was a round doohickie on the side and when I turned it on, the  infrared light showed brightly about 6+ feet. But when others turned theirs on past that, whoa, it was wild and I knew exactly where they were. The first impression was, that the infrared light was a dead give away in the realm of noise and light discipline.

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The time for talking and asking are nearly over if you want to see change this will probably be your last chance.

The game we anticipate is by now is well under way and more, by looking at the time frames.

So please look at what has been said already and try not to repeat.

We already know what we ask does get done,"Girard: Because we do not express ourselves on the forums does not mean that we don't read them. We know what the expectations are, and our objective remains to provide a deep and involving game. We are still debating many aspects of the game and the opinions expressed by the fans are always taken in consideration.

For example on Tom Clancy's Ghost Recon 2, feedback from the PC community [i.e. those who picked up GR2 on console presumably - Ed] revealed that the "over the shoulder" view was not appreciated. So on the PC version of Tom Clancy's Ghost Recon: Advanced Warfighter we decided to stick to a first-person view during the whole game."

This was a major change.

Inspite of some people saying UBI dont listen and dont react this is a false statment.

So in closing please come forward and make your comments known.

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Realism?. not possible so no expectations.

it takes about 20 mins to fully regain your sight after using night vision,darkness is your friend.

sf teams members are all medic trained so you do dont need to take one with you

just a medi pac,

non verbal coms are important so i hope theres a good selection of hand signals. (( nothing beats the Knowing that comes from working with a close team)

shoulder switching for r/l hand cover.

frag, smoke/ phos flashbang would be good as standard with all kits.

BALLISTICS. alot of the weapons in gr1 are a bit of a joke mainly from the modders smg's that can take down a sniper at 400 mtrs pistols out shooting assault rifles ect ect keep the effective range of all the weapons within realistic yardages,the iron sights on brothers in arms are v/good as is the floating effect on aa get the breathing right.

6 figure grid references would be useful on the command map the compass on the hud was good thou a bit loud(a bit redundant if you have real time satelite/drone intel with thermal imaging for calling in fire support ect ect on the hud as long as team members are chiped to avoid ff incidents?)a little off track there but smart bullets are not that far off.

Safe zones for respawns.

and yes open buildings for that 360 love what ive seen keep up the good work grin thanks

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1 The ability to put your own face in the game, and pick your own uni's

2 MOD ability

3 Love the open building idea...that was always one of the negatives on GR1...knowing that virtually all windows were safe... Some of the later map mods with levels really added to the immersion.

4 uh..MOD ability

5 Cant comment on the medic function of GR2...since I never got to see it...but the idea of a player bleeding out or getting worse until seen by a medic does appeal to me in CO-OP

6 MOD ability

HACK

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The medic issue just won't die, will it? :)

Look at it this way...

Adding medics, or even the first aid training special forces have, means putting resources into models, skins, and custom animation. As a simple matter of effective use of development resources, I'm perfectly willing to lose that element of "realism" in favor of more variety in Opposing Force troops. I'm happy to assume, for example, that a wounded soldier can stagger on with a limp, as in the [Ghost Recon]. It's not realistic, and I know it. But it was a simple, eligant solution that didn't require managing medkits in inventory, adding animation for field amputations or having to fireman-carry a wounded teammate around the map while doing the mission. Now THAT, I guarantee you, would affect accuracy and instead of one ineffective soldier, you'd have 2.

Adding field medical treatment, in a realistic way, would also mean a significant slowdown in gameplay. If a soldier gets wounded, you have to get the medical person to them (even if it's the guy standing right next to him), and then hold position while they do their thing. Realistically, bandaging a wound and applying an IV (if you really want to carry it that far) is going to take a minute or two. During which time, you are stuck. I don't know about the hard-core realism fans, but as a more casual gamer, I'd rather be moving on with objectives.

So... that leaves some options that may (or may not) make both camps happy...

1. Continue with the GR limp. It was good enough once, improve enough other stuff and I believe it will be good enough again. Assume that any wound that isn't severe enough to warrant a limp doesn't interfere with combat effectiveness and don't slow the gameplay down by adding first aid.

2. Add medical support to the list of support you can call in. Instead of the player controlled team doing it, once they have secured the immediate area, they call for evac and a medical unit comes and collects the wounded soldier. Defending the evac team becomes a mission objective while they are in the area.

3. Add evac points the map, kind of like the above idea, but instead of them coming to you, you go to them. And someone gets to carry the wounded teammate, for added fun!

4. Go the "magic medpack" route. You have one or more people carrying medpacks, and if someone is wounded, they stay immoble (able to shoot...possibly with less accuracy, and crouch, crawl, and go prone...but not stand, walk or run) until the medpack is used on them. The medpack's effect is quick, like 5-10 seconds, rather than the couple of minutes "real" first aid would take. Doing this lets them move again (maybe at 75% speed maximum) but without the limp.

5. Eliminate wounding altogether. If someone is hit, they either die or not, depending on where they are shot and how much health it costs them. Health is tracked behind the scenes. From a gameplay standpoint, this would be the most unrealistic option, but it would result in the least slowdown in the action.

Anyway, there's some sarcasm in my comments, and I know it. I'm not trying to be disagreeable, or to beat a dead horse. The simple truth is, I loved Ghost Recon as much as the rest of you, and I just don't see how making it "more realistic" can make the sequel a better game, at least, not in this area. Fixing the AI (on both sides) and unnatural accuracy of the bad guys, making the maps large and open, and making the weapons and tactics realistic just seem so much more important to me.

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Americas Army bleeding to death was good i though. If you got hit enough you would bleed to death if not treated by a medic, you didnt get all your 'health' back magically, you just survived. A very good touch i thought.

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Hi all well I have spent a little time on gathering most of what we have.

Today I posted all we have to Grin.Inc and UBI. Postal.

Info sent came from here and UBI forums.

I have left out some bits dont take it to heart.

Rocky GR.NET

In-Game Server Browser

Multiplayer is going to be a huge aspect so please please PLEASE make it efficient (i.e. see Joint Operations NOT Battlefield 2).

SAF_Night ScopeGR.NET

Squad Selection

- Ability to select up to 6/8 operatives

- Multiple fire teams (at least 2; 3 would be ideal)

Squad Control

- Rules of Engagement (Recon/Assault/Fire at will)

- Remote movement orders (Hold/Advance/Advance at all costs)

- Context-sensitive commands for your fire team (point-and-click for Move to, Regroup, Suppress etc.)

Snake@War GR.NET

Squad Selection

- Ability to select up to 9 operatives

I.e. For more realism

-----------Squad Lead

---------^----------------^

Fire team leader---Fire team leader

Grenadier---------Grenadier

LMG----------------HMG

Marksman---------Marksman

- Multiple fire teams

Obviously from the above a commander and then 2 fire teams.

Kurtz GR.NET

- Web based game browser, also support for direct IP and ASE, Xfire

- Replays, robust admin options, kick/ban options

- varied map environments

- Some interior buildings

- Robust squad control and good AI

- Varied weapon selection and GR 2 kit selection, i.e., pick 1 from each.

- Large open maps with lots of routes

- Non linear mission design

- Toggle as much of HUD as possible

- Realistic enemy movement and animation, GR like death animations and rag doll

- improve weapon sounds from GR 2

- Random enemy placement scripts for firefight

- No drivable vehicles

- More varied rets

- Air strikes and armor support in some missions

- retain the context sensitive squad commands

- Gridded command map on one page

- publish the game as promised, support it, patch it and make expansions.

For MP, I would like to see an enhanced TAC map, where the person elected to have the stripes or leader is able to assign waypoints for squads. This would be very good for coop and team.

The idea of random spawn points selected with the TAC map is outstanding. Even if the map is split into 2 zones, you would have the entire zone to choose from, probably more than sufficient to prevent spawn camping, but, not have teams spawning on top of one another. The concept is excellent.

GRT GR.NET

- Flash bangs and smoke grenades

- Pick up dropped weapons (dropping yours or holstering it for secondary)

Suggestion, I would like a "zone" in which the leader could click but would only be like 30m radius of the spawn you start with. Maybe not make it a circle more like a pool irregular shape but 30m around. That way you wouldn’t spawn in the same exact place and if you start getting spawn killed you could spawn behind the enemy.

RWG.Jackal UBI. FORUM/GR.NET

My Idea is this (Mainly for MP but would work well in SP mode and Co Op also).

If we get the option to vote for a team leader like we did in GR, the voted team leader would get access to a screen prior to mission start that would allow them to simply point and click a point on the map, and your team would spawn in at that point.

Along with this, your team leader could also click to allow the Computer to pick a spawn point. Of course it would be a server side option to force Standard, random, or Leader select points.

This would make one mission in Sp and Co Op re playable in an almost endless number of ways. But In MP mode it would make both teams use even better tactics than the first GR (which only had 4 possible spawn points).

This would make GRAW a very intense game for laddering; you would never know where the enemy is"

Miss Loki: UBI FORUM/GR.NET

“Hit detection. GR was leaps and bounds ahead of any RS game here, let’s see it on a higher level. If you’re hit in the head, you’re dead. Feet shots should never kill you! Give you a limp yes, but not kill. I would like to tie in another point here, most people are against medics, and I agree, mostly. I think there is a huge opportunity here to improve tactics and hit detection. Medics should never "heal" you, or revive you. But if someone gets shot in the foot, they will die from blood loss after a while. Medic ability should be in the game, but only in this one way, to stop bleeding nothing else! If you’re wounded, your life should be in danger! Maybe have bandages as a kit option, or standard, but I think this should be implemented, but only to this degree.â€

Multiple squads

Switching characters

Replays

Missions that take advantage of the diversity found in Mexico, not just the city

Prozac360 UBI.FORUM

-“First Person Weapons.

- Realistic Scope and Sight views.

- Realistic Weapon Models with realistic reload animations etc...

- No third person view at all. (Look at how people play rogue spear online you will see why)

- Ability to pickup weapons.

- Medics only to stop bleeding which could cause your team m8 to die.

- Multiplayer shout commands, Like AA where you can yell out loud, on the radio, or use hand signals.

- More realistic run speeds.

- Realistic Bullet hits

- Realistic Character Model Damage

- Better Voice acting.â€

Nexus: UBI FORUM

“A demo map like castle was for GR. I'd never played FPS until that point, one small map made for such a good advert, might also put some faith back into the people who've been disappointed?â€

Doppel.pxs.sgtm UBI.FORUM

“We desire a strong program for creating our own missions/mods/maps...stronger than IGOR. This is one reason GR1 has survived.â€

Fury23UBI.FORUM

“Genuine, GR1 type of game play and tactics (NO ARCADE ELEMENTS) --> See all the Coca Cola/ Ghost Recon classic signatures!â€

STAT_RANGER UBI.FORUM

“Max realism as far as battle damage

Good weapons effects.

Large multi player capabilities

Good variety of weapons

No auto reticule locking on target like rainbow six

Diversified maps some urban and some in the non urban parts of Mexico.â€

EasyCo UBI.FORUM

“Be able to enter buildings.â€

Buehgler_AS GR.NET

Here are my desires in semi ranked order:

- MP co-op play

- Support for mission/script/mod development

- non-linear missions

- avoid (or include options to disable) "arcade" style play

- 3 squads

- Larger maps than GR1 (maybe 1km x 1km?)

- All the features of the GR1 command map plus better control of ROE

- Replays

- Observers

SAWmonger GR.NET

Sniper: slower reticule recovery, bullet drop

- No zoom on scoped weapons. Your either using it or not.

- Enemy: An RPG cannot destroy a tank. Give the bad guys more weapon choices so shooters have to be more discriminating and prioritize targets. I just finished the Turkmenistan campaign mod and while it was true that RPGs could destroy tanks, there are a couple of missions where you can ignore the guys with rifles and just take out the RPGs.

- Enemy that responds to nearby gunfire

TRC GR.NET

- Especially for sp types, give the air some coding worth their status, these are highly trained soldiers, make them act that way. If they are given an an assignment and have to hold due to enemy fire, once they've eliminated the threat, allow them to continue on their own without needing daddy's permission to do so.

-spotting/firing distances--GR1 had a major flaw here, enemies with iron sights could engage at same distance as snipers with scoped weapons, making sniper worthless unless player was controlling or for MP play, as enemy with ak47 has been known to shoot from hip and take out sniper at long range in GR1. Make a spotting distance for all ai, then code in a firing distance, whether toggled by weapon type, i.e. sniper rifle, assault rifle, pistol, mg or scoped vs. non scoped weapons.

-give some size to the maps and let us roam. There is never just one way in--give us options. If this is going to be an urban setting throughout, please give us building, window and rooftop access, not just the streets.

-make it moddable; give us the tools, that’s what separates the good from the bad.

-while I'm not a big fan of the future warrior setup, I do like the ability to communicate and call in air or arty strikes, rather than lugging an at4 all over the place. A little explosive device would be a nice addition with uses beyond the standard claymore.

Cpl Ledanek GR.NET

Replays to review tactics.

Ability to choose camera angle or even pause, rotate room/map.

Get as realistic as possible but not frustratingly ridiculous (i.e. initial release of GR IT)

Vehicles kept at lightweight---SF have neither tanks nor APV; correct me if I'm wrong.

Last time I viewed militaryphotos.net; SF had ATVs and motorcycles and armored HMMVs

Don't forget us folks who cannot find time to play online.

Let us enjoy the game too.

X69RZX GR.NET

I will say that I think the medic to stop bleeding would be fine, but not really needed. Once a player is wounded, he usually doesn't last too much longer anyway. The insertion randomization idea is good, but it would definitely need to be bounded by some zone for each map to prevent overlapping etc.

Modding support/tools

I thought it was a terrible waste that GR1 had all the hand signal animations in the game, and the actual player had no access to use them, the AI can, but not player. I would like to see that changed.

As I stated in the other thread about the health bars, I think GR1 had the best damage system I've seen in FPS. I would like to see that system improved upon, not replaced with generic damage bars. Many of the players of this game are clan members (laddering), and military, and otherwise just general marksmen types, and some of us like to pay as much attention to our stats as out kill count at the end of the game. Improving upon the damage system as well as the stats (after mission) display would be a really nice touch. Of course there wouldn't be enough room on a screen to display the location where each shot hit, but perhaps being able to tell how many of your kills where head shots, or torso, or other would be do-able. Perhaps a series of small check boxes out to the side of the actual kill number, each representing one of the kill zones I mentioned, with a number representing how many kills from each area.

Try to keep the limitations down. Modders have accomplished things that I think the original dev team would have never thought of, and if there weren't so many limitations, there would be even more developments. I know everything can't be possible, but just try to keep the only's to a minimum.

Improve the fog. I have no doubt the fog will be much better with a new engine, however I just want to see it improved. The fog in GR1 was part of what really grabbed me about the game. There are just several limitations I would like to see overcome. I would like to see multiple layers of fog available, at varying densities. I would like to see the fog be affected by the wind. Possibly one could have three levels of fog, dense, less dense, and light, and have only the dense fog show signs of movement and turbulence from the wind. These layers could be added and adjusted independently so that the map maker/mission maker could choose and create the fog scenario best suited for the mission/map. The fog layers should also be adjustable by height, they should have a top and bottom threshold, as well as a bleed setting to allow them to overlap and or blend together more smoothly.

I would also like to see the ability to pick up wounded or dead actors. This is a feature that I think is vital to game play. In a stealth mission, a dead body is a dead give away. It would also give some players a chance to be a hero, and perhaps save a wounded soldier from looming death, a feature that could be very useful in laddering matches where every kill counts. Perhaps just a drag feature like in Hit man. There needs to be some way however to remove bodies from the open, and extract wounded soldiers to a safer location.

That's all for now.

Oh yeah, please fix the light situation. I think most of us would like to see the ability to add TAC lights to weps, as well as add lights or lighted surfaces to non-stationary objects in the game. Thank you.

MajorPlayer GR.NET

- Server-side anti cheats

A good anti-cheat has to be done. If GR were still supported w/anti cheats allot more would still be playing/competing. I’m surprised I have not seen this mentioned here, although I did only briefly read 50% of the posts. To me this is one of the, if not the most important aspect of a game. I also say server-side so, the little punks don't know your monitoring them making them that much easier to rid from your life.

- Easy server setup

One of the major complaints Im hearing about BF2 and allot of newer games is how difficult it is becoming to setup a server. GR was ahead of its time when it came to MP competition. Server setup is a snap, screenshot capability is simple. You can literally setup and start an online match within minutes.

- Modding tools

I haven’t heard whether GRAW will be modable but, if it is some extra modding tools would be great. I think for the most part GR had this covered although it would have been nice to have been able to design a level without needing 3DSM. At least the capability to add objects to current maps.

- Keep it real

When someone gets shot in the foot they generally don't die, even after taking several shots to the same foot. They also are not going to get up and gimp around. Soldiers may have to jump from time to time but, this is rare and they defiantly don't do it when they get caught out in the open so the bullets will go through them. There are no packets being transferred in war. "Bunny Hopping" is one of the most annoying aspects I have ever seen in TS.

- Stat tracking

One of the most popular additions to games coming out is stat tracking. You won't see too many individuals posting on BF2 community servers w/o their nifty BF2 stats sig.

- No ranks/honor

Although I think this adds to the repeat play of a game it also takes away from it. Players are more concerned about their kill to death ratios or frag rates than playing the game as a team.

halo_jones GR.NET

Moddable, please as this will help to keep GR community cohesive, (i.e.) repeat customers and minimum of 2 squads with useable 4 slots per squad, i.e. UK inf section, and at least two female specialists ............ :DThanks A

PS ditch the MP5.... 9mm V HV rounds please........ TA.

Tortfeaser GR.NET

The key in the CLS course to preserving lives is preventing something called hypo volumic shock, which is a fancy name for loss of fluids from rounds or shrapnel. (by the way, aside from the medical training each new basic trainee gets, that is the only medical training I have had as a soldier or otherwise) What is crucial here is that each CLS is still primarily a trigger puller, but also carries enough medical supplies to administer an IV and save a fellow troop. The injured soldier can have his IV secured to his own uniform.

My point is that it is entirely possible for a soldier who would bleed out and lose consciousness in about 5-7 minutes to have his/her bleeding stopped and to be functional on a very basic level, with the exception of those who require an IV, but even then if they carried their own buttoned to their shirt, there would be basic functionality with some soldiers depending upon the severity of their wound.

Bottom line - having medical personnel on small units is not only realistic, it is reality. Any aspect of the game that could include this would only make it more of a tac sim in my opinion. Thanks for all your hard work!

=UE=Phantom GR.NET

Medics are a very real part of real military life, and they are a part of small, special units and have been for some time.

And while they can save lives, and regain partial and basic functionality, they can't get a soldier back to 100%, depending on where he is hit.

I can see medics in the game getting a troop off the field alive, even with a sucking chest wound, but to restore 100% combat effectiveness is where the joke comes into play. With an extremity wound, sure. It's very possible, although accuracy will suffer. With torso wounds, getting them evac'd is realistic, but not much else.

So medics would be a good idea, as long as it doesn't bring that player back 100%. That is unrealistic, and a joke.

=SEALZ= APE X GR.NET

Realism?. Not possible so no expectations.

It takes about 20 mins to fully regain your sight after using night vision, darkness is your friend.

Sf teams members are all medic trained so you do don’t need to take one with you

Just a medic Pac,

Non verbal coms are important so I hope there’s a good selection of hand signals. ((Nothing beats the Knowing that comes from working with a close team)

Shoulder switching for r/l hand cover.

Frag, smoke/ phos flash bang would be good as standard with all kits.

BALLISTICS. allot of the weapons in gr1 are a bit of a joke mainly from the modders smg's that can take down a sniper at 400 mtrs pistols out shooting assault rifles etc etc keep the effective range of all the weapons within realistic yardages, the iron sights on brothers in arms are v/good as is the floating effect on aa get the breathing right.

6 figure grid references would be useful on the command map the compass on the HUD was good thou a bit loud(a bit redundant if you have real time satellite/drone Intel with thermal imaging for calling in fire support etc etc on the HUD as long as team members are chipped to avoid ff incidents?)A little off track there but smart bullets are not that far off.

Safe zones for respawns.

And yes open buildings for that 360 love what I have seen keep up the good work grin thanks

Drazi GR.NET

A couple of things I would like to see are

Control over replays e.g. being able to pause, rewind, fast forward etc

Also the "glitching" problem solved, as that caused so many arguments in GR1

SteelHack GR.NET

1 The ability to put your own face in the game, and pick your own uni's

2 MOD ability

3 Love the open building idea...that was always one of the negatives on GR1...knowing that virtually all windows were safe... Some of the later map mods with levels really added to the immersion.

4 uh..MOD ability

5 Cant comment on the medic function of GR2...since I never got to see it...but the idea of a player bleeding out or getting worse until seen by a medic does appeal to me in CO-OP

6 MOD ability

QB-Paladin GR.NET

Adding field medical treatment, in a realistic way, would also mean a significant slowdown in game play. If a soldier gets wounded, you have to get the medical person to them (even if it's the guy standing right next to him), and then hold position while they do their thing. Realistically, bandaging a wound and applying an IV (if you really want to carry it that far) is going to take a minute or two. During which time, you are stuck. I don't know about the hard-core realism fans, but as a more casual gamer, I'd rather be moving on with objectives.

So... that leaves some options that may (or may not) make both camps happy...

1. Continue with the GR limp. It was good enough once, improve enough other stuff and I believe it will be good enough again. Assume that any wound that isn't severe enough to warrant a limp doesn't interfere with combat effectiveness and don't slow the game play down by adding first aid.

2. Add medical support to the list of support you can call in. Instead of the player controlled team doing it, once they have secured the immediate area, they call for evac and a medical unit comes and collects the wounded soldier. Defending the evac team becomes a mission objective while they are in the area.

3. Add evac points the map, kind of like the above idea, but instead of them coming to you, you go to them. And someone gets to carry the wounded teammate, for added fun!

4. Go the "magic med pack" route. You have one or more people carrying med packs, and if someone is wounded, they stay immobile (able to shoot...possibly with less accuracy, and crouch, crawl, and go prone...but not stand, walk or run) until the med pack is used on them. The med pack’s effect is quick, like 5-10 seconds, rather than the couple of minutes "real" first aid would take. Doing this lets them move again (maybe at 75% speed maximum) but without the limp.

5. Eliminate wounding altogether. If someone is hit, they either die or not, depending on where they are shot and how much health it costs them. Health is tracked behind the scenes. From a game play standpoint, this would be the most unrealistic option, but it would result in the least slowdown in the action.

Anyway, there's some sarcasm in my comments, and I know it. I'm not trying to be disagreeable, or to beat a dead horse. The simple truth is, I loved Ghost Recon as much as the rest of you, and I just don't see how making it "more realistic" can make the sequel a better game, at least, not in this area. Fixing the AI (on both sides) and unnatural accuracy of the bad guys, making the maps large and open, and making the weapons and tactics realistic just seem so much more important to me

Dan GR.NET

Americas Army bleeding to death was good I thought. If you got hit enough you would bleed to death if not treated by a medic, you did not get all your 'health' back magically, and you just survived. A very good touch I thought.

Swartsz GR.NET

Something I really would like to see is a new hand placement so we can use vertical foregrips.

Ok thats it it looks better in word believe me.

Colin

Edited by =SEALZ=Colin
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If a soldier gets wounded, you have to get the medical person to them (even if it's the guy standing right next to him), and then hold position while they do their thing. Realistically, bandaging a wound and applying an IV (if you really want to carry it that far) is going to take a minute or two. During which time, you are stuck. I don't know about the hard-core realism fans, but as a more casual gamer, I'd rather be moving on with objectives.

Im not sure about that. One night during a LAN party.... A member of my squad needed an emergency...uh..Latrine break. But we were in game...we were at a slow point...so we had him lay his chr. down behind a rock..while we provided cover...and he went to the bathroom.

Shortly after he left...all hell broke loose... A large group of tangos stumbled upon us...and it was just the 3 of us holding them off while our buddy was gone.

In the end...PEE boy and one other were killed....but the few minutes we were holding position was a heck of a lot of fun.

HACK

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Here is a few to add to the list if not previously mentioned

1. NO HEALTH BAR. I want instead not only to be injured where i was hit, but some kind of indicator that can relay to me a head wound, arm, leg, chest and such. I also want my guy to act hurt. This is missed in almost every game except Ghost Recon

2. Better sounds is good but not if it requires more server load or bandwidth (like the mm1 and support) Better compression would be the best.

3. A lobby. it's a great place to organize your match or meet other players before hand.

4. ban by ip, and/or name while in game + kicking in game.

5. Replays... still the best way to nail a cheater.

6. Direct IP connection and all seeing eye support out of the box even in the demo if there is one

7. Command map with grid coordinates.

8. Some sort of integrety check that compares your recon textures and weapons against the servers and does not allow you to join if they don't match. This would exclude mod folders in which the mods would have to match entirely.

9. An ATC utility for pre-match game planning ( i used my own GR1 grids in the GR2 ATC. It is a great way to plan)

10. Gun realism. The frustrating of waiting for the ret to close so you can shoot before the enemies does, is half of what keeps us coming back to the original GR.

11. An option to download map or mods when joining a server. Also allowing it to pull from a webserver as opposed to just the game server therefore reducing lag.

(kinda like unreal tournament was back in the day, but optional web server download direct to your game before entry)

12. Mod seperation where if it's disabled it does not slow your game down in loading or gameplay.

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Tangos should not be able to head-shot you at 100m with one shot, standing (something that always annoyed me about GR)

The ability to customize EVERY weapon (i.e. ability to add/take away optics, supressors, hi-cap mags, etc.)

A gun camera that allows for shooting around corners without exposing yourself.

Multiple squads.

No "health meter"/ med pacs, etc. When you're shot fataly...you die and thats it.

If nothing else: *Ability to Mod!*

Edited by Scubaman3D
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Ability to select an 8-man team.

Ability to reorganize teams on the fly.

"Continue with the GR limp. It was good enough once, improve enough other stuff and I believe it will be good enough again. Assume that any wound that isn't severe enough to warrant a limp doesn't interfere with combat effectiveness and don't slow the gameplay down by adding first aid."

Moddability.

Optional Weapon View.

Only First Person.

More later....

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Dev's from GRIN and RSE read the forums often, so people can keep posting things in this thread. Even if its too late for these suggestions to help the studios for the current project, they may be useful for others.

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Dev's from GRIN and RSE read the forums often, so people can keep posting things in this thread.  Even if its too late for these suggestions to help the studios for the current project, they may be useful for others.

Yes without a doubt. Keep it going.

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GRIN - in the infantry, distance and direction are crucial. Direction is simple enough with a compass on the HUD, but my request deals with distance.

The estimation of distance/range is vital to putting 'steel on target.' I noticed that in GF, what the game told me was 25 meters was more like 80 meters or more. I suppose this is a subjective call, to folks that have developed a nack for estimating range, is there anyway to bring displayed distances more in line with what it would actually be if the scene were real?

Here's one idea - at 300 meters a standard man-sized silhouette is smaller than the front sight post on an M-4. I'm sure there are other fairly objective ways to calibrate what the game says is 300 meters, but that's just one idea. Bottom line, if the game says something is 300 meters away, it should really look that way...make the ranges realistic!

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Since we are going to have medic packs, I thought I would share what my ideal medi pack situation in a game would be. Imgine your health bar devided into 3 parts. 100 percent is obviosly walking and talking mode, Below 66% would be limp mode, if the health bar went below this, expect very demininshed performance in aiming/walking,below 33% is incapacitaded, you cant walk, talk, only moan and roll on ground in agony.Here is how it would work,

Imagine starting off in a battle with health bar at 100% with bullets are flying, Boom you get hit in the chest! Your health dips 33% but the bullet did not peirce the armor so after staggering from the blow you continue to aim and shoot, the health bar continues to gradually improves in short time as it climbs back to 100%. As the battle continues BOOM, you loose a toe! Your health dropps 33% and You are loosing blood, the healthbar will begine to fall at a rate of 1% a sec but will first recover most of the 33% from the shock of getting hit first, you call for a medic but he is busy so you continnue on with the fight. You notice that although your health bar is still strong, the pain in your big toe is slowly making it harder to consintrate and to aim as perfectly as you could when the battle started. Boom, You loose another toe!!! This time it the little piggy that went wee wee all the way home!,now you are loosing blood at a faster rate, 2% per sec, but there is nothing else to do but continue the fight. Your health drops below 66% when suddly again BOOM, you get hit in the chest, bullet did not pierce the armor again (very lucky) but instead of staggering, you fall straight on your ass, recovering is a lil more taxing and as you slowly rise BOOM, this time you get shot in the chest, this bullet peirces the armor. You fall down, bleeding out health bar dropping at 3% sec, all you can do as you see the health never recovesr from 33% is to watch it drop and to call for a medic. You can see pats of the battle as you roll on the ground in agony as your vision starts to blur. Only two ways this can end, a medic gets to you, patches what he can giving you 33% of your healthbar back, or you bleed out and die.

The following would not precllude instant death due to head shot, or instant death from high claiber weapons at close range even if its one shot to the leg.

I think this would be cool! I think I would love medi packs if games did this! :P

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