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Brother_Tasad

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About Brother_Tasad

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  1. Mechanics: Being able to crouch down inside a tank / armoured vehicle's turret would allow infantry to actually use vehicle turrets effectively rather than just being sitting ducks constantly exposed to snipers. Being able to rest weapons on cover (especially light machineguns and sniper rifles) would make defence more effective. (The passive system used in Rising Storm 2: Vietnam is ideal because it is done automatically when you are near cover). A system for building fortifications (sandbags, turrets, dirt walls etc.) would make defence more effective and strategic. An aiming option that is between firing from the hip and firing down the iron sight/scope; which I will call firing over the sight/scope. This is equivalent to when the gun is held not at the hip but at the shoulder but the shooter looks over the scope rather than down allowing for medium accuracy but with a greater field of view to take in surroundings than firing down the scope/sight. New gameplay mode: Operations where each side has a scripted objective e.g. take an installation via an amphibious landing and has to proceed in stages (e.g. first secure beachhead, than guardposts, than the main installation). This would give people an opportunity to play a more meaningful and directed game. Another game mode: sequential objectives: requiring layers of objectives to be taken which cannot be re-taken by the defender once lost. Content: Option to place a second sight (e.g. Halo) on-top of a larger magnified scope rather than to the side of it. See first photo below for an example. MRAPs, Jeeps/Humvees (new vehicle class). Slug, airburst and other ammo for shotguns + AA-12 Shotgun. OICW guns: with airburst ammunition and maybe homing bullets. Naval, Air, attack helicopter and Amphibious operations. Maps/weather: Night maps Crimea Map (Amphibious operation).
  2. Thermal and night vision on night maps would be amazing + infrared lasers and flashlights.
  3. I would love a riot/military shield - was thinking about it earlier.
  4. Gotta have some next-generation OICW weapons with airburst rounds and maybe even thermal homing rounds:
  5. I love the 2nd sight option in this game and would like to also be able to have a sight on top of the main scope. This could either be a 3rd sight option or an alternative place to put the 2nd sight. See two examples here:
  6. Problem with female soldiers is that you will get a mammoth tit fest in-game...
  7. I prefer having direct control over exactly when I lean through buttons.
  8. Sorry I missed things out of my first post and wanted to delete it but could not see how to do it. My second post has all my current ideas included.
  9. I would like to list a variety of ideas and suggestions that I think would be great to see in the game: Maps It would be great to increase the complexity of the maps and the number of levels across which the combat takes place: - More interior spaces and more sniper vantage points: e.g. a) in Warsaw some extra shop windows on the various streets could be entered to give infantry some cover in the large open streets or some fighting through office buildings b) in Moscow it would be great to be able to go on top of the Kremlin walls and towers. Night maps with night and thermal vision, infrared lasers or flashlights (these could even have batteries that need to be recharged somewhere). Apocalypse maps - A map situated in the wake of a nuclear bomb dropped on a city and another after a biological weapons attack (maybe this would require troops to wear different clothing and avoid certain areas also if they get shot and there are holes in their outfit they have to take anti-rads/medicine): in any case however its done it would be great to have an interesting take on possible WW3 biologically/chemically/radiologically contaminated environments (maps). - A Chernobyl Map Superweapons and call ins Air-fuel (Thermobaric) bomb (high-cost call in). AC-130 Specter Gunship call in. Chemical or radiological weapons call in which require troops to put on gas masks. Biological weapons e.g. smallpox call in (infectious from one player to another without gas mask?) nano weapons (nanobots) that can sabotage vehicles sensors or manoeuvrability call in Tactical nuclear missile and mini-nuclear artillery call ins (leaves radiological effect after the initial explosion. - CBRN (chemical, biological, radiological and nuclear) weapons thus act as a form of area access denial (or restriction) for a certain time) (Napalm is another option). Portable infantry mortars that exploit current intelligence from UAVs etc. Fortifications It would be good to have some basic fortifications which can be built: - small sandbag walls - tank traps (which needs to be taken out by infantry remote explosives?) Factions it would increase immersion if east and west had different/exclusive uniforms, camo and guns. Each player could be able to customize their east or west uniforms and equipment separately. Likewise, it would be good if East and West vehicles were distinct e.g. T-72 on East and Leo or M1A2 Abrams on West. Vehicles New drones: it would be amazing to have the following remote-controlled drones in the game which all have varied loadouts: - Modular Advanced Armed Robotic System (MAARS) (Image: 1). - Multipurpose Unmanned Tactical Transport (MUTT) (image: 2). - Talon Weapon System (image: 3). - Russian Uran-9 weapon platform (image: 4). - PD-100 Black Hornet Mini-UAV for recon (provide awareness of area on the map that the player drives it to) (image:8) Remote control over a deployed predator drones to fire a limited number of missiles at ground targets. Laser attachment that shoots down incoming projectiles and drones. Weapons and attachments 3rd sight option attached on top of the main scope: e.g. on top of a long/medium scope a non-magnified sight. These are used in modern militaries (image: 5 & 6). Grenade launcher attachment for assault rifles. mini pump-action Shotgun attachment for assault rifles. Bayonet attachment to guns. OICW weapons with both standard calibre and a grenade/high calibre weapon built in (image: 7). incendiary/Phosphorous grenades. Motion detector explosives e.g. Claymores. C4 remote explosives. Melee weapons (knife, shovel etc). AA-12 Shotgun. Magnum revolvers. Ammunition Primary ammo should be selectable e.g. whether FMJ, Hollow-point, armour piercing, etc. Shotguns need a variety of ammo (rifled slugs, buckshot 00/000, airburst shells etc) to make them competitive at the many ranges in maps. Some assault rifles/OICW weapons have some airburst rounds as add-on ammo. Thermal-sensor homing bullets add-on ammo Depleted uranium rounds in tanks. Look forward to hearing any feedback and discussing these ideas. I will add more if I think of them.
  10. I would like to list a variety of ideas and suggestions that I think would be great to see in the game: Maps It would be great to increase the complexity of the maps and the number of levels across which the combat takes place: - More interior spaces and more sniper vantage points: e.g. a) in Warsaw some extra shop windows on the various streets could be entered to give infantry some cover in the large open streets or some fighting through office buildings b) in Moscow it would be great to be able to go on top of the Kremlin walls and towers. Night maps with night and thermal vision, infrared lasers or flashlights (these could even have batteries that need to be recharged somewhere). Apocalypse maps - A map situated in the wake of a nuclear bomb dropped on a city and another after a biological weapons attack (maybe this would require troops to wear different clothing and avoid certain areas also if they get shot and there are holes in their outfit they have to take anti-rads/medicine): in any case however its done it would be great to have an interesting take on possible WW3 biologically/chemically/radiologically contaminated environments (maps). - A Chernobyl Map Superweapons and call ins Air-fuel (Thermobaric) bomb (high-cost call in). AC-130 Specter Gunship call in. Chemical or radiological weapons call in which require troops to put on gas masks. Biological weapons e.g. smallpox call in (infectious from one player to another without gas mask?) nano weapons (nanobots) that can sabotage vehicles sensors or manoeuvrability call in Tactical nuclear missile and mini-nuclear artillery call ins (leaves radiological effect after the initial explosion. - CBRN (chemical, biological, radiological and nuclear) weapons thus act as a form of area access denial (or restriction) for a certain time) (Napalm is another option). Portable infantry mortars that exploit current intelligence from UAVs etc. Factions it would increase immersion if east and west had different/exclusive uniforms, camo and guns. Each player could be able to customize their east or west uniforms and equipment separately. Likewise, it would be good if East and West vehicles were distinct e.g. T-72 on East and Leo or M1A2 Abrams on West. Vehicles New drones: it would be amazing to have the following remote-controlled drones in the game which all have varied loadouts: - Modular Advanced Armed Robotic System (MAARS) (Image: 1). - Multipurpose Unmanned Tactical Transport (MUTT) (image: 2). - Talon Weapon System (image: 3). - Russian Uran-9 weapon platform (image: 4). - PD-100 Black Hornet Mini-UAV for recon (provide awareness of area on the map that the player drives it to) (image:8) Remote control over a deployed predator drones to fire a limited number of missiles at ground targets. Laser attachment that shoots down incoming projectiles and drones. Weapons and attachments 3rd sight option attached on top of the main scope: e.g. on top of a long/medium scope a non-magnified sight. These are used in modern militaries (image: 5 & 6). Grenade launcher attachment for assault rifles. mini pump-action Shotgun attachment for assault rifles. OICW weapons with both standard calibre and a grenade/high calibre weapon built in (image: 7). incendiary/Phosphorous grenades Motion detector explosives e.g. Claymores A12 Shotgun Magnum revolvers Ammunition Primary ammo should be selectable e.g. whether FMJ, Hollow-point, armour piercing, etc. Shotguns need a variety of ammo (rifled slugs, buckshot 00/000, airburst shells etc) to make them competitive at the many ranges in maps. Some assault rifles/OICW weapons have some airburst rounds as add-on ammo. Thermal-sensor homing bullets add-on ammo Depleted uranium rounds in tanks. Look forward to hearing any feedback and discussing these ideas. I will add more if I think of them.
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