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#1 |
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Weapons locker for firing range?
Any thoughts about adding a weapons locker for the firing range? Then you won't have to create two loadouts, one with most of the weapons and another with the PSG-1 in order to practice with every gun. Also, you wouldn't have to keep restarting the map since you can't die and switch loadouts either.
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#2 |
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Beaver
Join Date: Oct. 29th, 2000
Posts: 1,013
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Its easy
You just have to do the same thing that you do when you die in a normal game. You open the voice menu and vote for a new round.
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#3 |
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Would be nice to have it though. Wouldn't have to mess with new rounds or multiple loadouts, especially when more and more weapons are added.
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#4 |
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Attachments would pose problems though !
But I have to admit that it sounds good.
Especially with the bulk-system implemented trying (nearly unlimited) combinations of weapons & clips in such an environment would allow for the tweaking of your loadouts. Maybe two "inventory stations" or "lockers" would be ideal. One where you can pick and configure your weapon. And another one where you would choos your ammo, which would come in handy once the different ammo-types are implemented in a future version. Those lockers would probably work in the much same way as the planned 'backpack'-system would work in a normal game. // N_SANE : Using your preset loadouts & the 'end round'-option works. With the 'limited' selection of guns & attachments we have now you can create a few loadouts with different selections. But once the ammo-types, attachments, equipment and more guns are added, this would not allow you to experiment so freely as with a system like Dupre presented. - Hindsight is always 20/20 - [This message was edited by JaFO on Jan 05, 2001 at 16:24.] |
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#5 |
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i like the idea, i also liked the idea to use the firing range as a place where "dead" pl go for the duration of the game, i'd like to see both.
Crosshairs are for wimps ![]() Killing stupid people is not just a hobby, it's a way of life.
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#6 |
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Skilled
Join Date: Nov. 8th, 2000
Posts: 108
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Have you ever seen an MP5 or an M16 lying on the ground?
If you have time you can clearly make out what attachments they have. You could put all combinations lying around in a designated weapons area. Also i think that there should be an option to disable the bulk system in the firing range. "Must not all things at the last be swallowed up in death?" |
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#7 |
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I like the idea too, instead of messing with the loadout and make that flexible sollution.
/me like it alott
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#8 |
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I like the idea too. There could be series of shelves or something with all the combos of weapons or something.
As for the training grounds being a deposit area for all the dead player, I like the idea, but it may be a problem, sice basically there'd be two games going on on the same server, as well as two seperate maps and such. I'm not sure how possible it would be to implement. -Infiltration HQ, Graphic Artist "For you, the end is near."" |
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#9 |
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Forum Drifter
Join Date: Mar. 15th, 2000
Location: Malaysia
Posts: 1,893
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I'm all for weapons lockers. It'll make getting weaps a lot more convienient especially when all the other guns are included.
It's a wise person who knows the difference between free speech and cheap talk. |
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#10 |
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Registered User
Join Date: Dec. 28th, 2000
Posts: 151
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Weapons Lockers
Awesome Idea. I use the firing range all the time to practice my targeting skills for when an online version is released. It is a royal pain in the A$$ to change loadouts all the time.
I also like the idea of going to the Range for a few seconds after dying, say 1 minute or so. I hate it when I mow down a line of bots get the flag and then get nailed on the way out by respwaned bots. It really rips the realism right out of the game. If You Run...Youl only Die Tired! |
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#11 |
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Beaver
Join Date: Oct. 29th, 2000
Posts: 1,013
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Yeah
Its a nice idea but when inf. 3.0 will be released ...it will need an entire building to keep all these weapons and attachement.
I think that a system like the one you can see in strike force (sorry) is good...when you start you can choose what weapon and what attachment you want ...but only for the training ...not in the real missions... Yeah another thing for the training maps ...maybe adding the m-16 grenades ? |
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#12 |
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Masterful
Join Date: Dec. 1st, 1999
Location: Erlangen, Germany
Posts: 293
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Somebody should post a link to this topic on the mapping board.
Live and let die! BTW, I also read the roadmap!! (Many times!) |
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#13 |
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"Weaponslocker/Inventory station" in the game ...
For some (assault-type)scenarios starting out 'defenseless' (or maybe with one pistol and one clip) might simulate the fact that (part of?) the defense was unprepared for the attack.
You would then have to go to a specific 'room' and get the loadout you originally selected. I don't know how it's done in real life. So I figured that unless you are close to the frontline in a war you wouldn't have all your equipment at your side all of the time. - Hindsight is always 20/20 - |
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#14 |
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Yep.. you'd probably have it all an arm's reach away.
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#15 |
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Where is your god now?
Join Date: Dec. 12th, 2000
Location: The Frozen North
Posts: 618
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<BLOCKQUOTE><font size="-1">quote:</font><HR>Its a nice idea but when inf. 3.0 will be released ...it will need an entire building to keep all these weapons and attachement.
I think that a system like the one you can see in strike force (sorry) is good...when you start you can choose what weapon and what attachment you want ...but only for the training ...not in the real missions... [/quote] What the team could do is have different buildings for different kinds of guns (remove bathrooms and have 1 as subs, another as rifles and possibly change one of the ammo lockers to hold shotguns and pistols) "This is bad comedy" -William Shakespeare "Cowards die many times before their deaths; The valiant never taste of death but once." -William Shakespeare "To build may have to be the slow and laborious task of years. To destroy can be the thoughtless act of a single day." -Sir Winston Churchill |
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#16 |
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Registered User
Join Date: Dec. 13th, 1999
Location: USA
Posts: 5,703
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Here's a thought, maybe make a supply building with a quartermaster.
You go up to him and request the weapon you want, then he spawns it. Is there a way to link a button in the game to a dropdown menu? Or maybe just to a summon command? Since the firing range is played in "single player" mode you should be able to use the summon command. Then the quartermaster could be kind of like a big vending machine. I dunno, maybe I'm talking out my ass. <center> </center>
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#17 |
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a building with a 'quartermaster' would make more sense ...
Instead of a menu, you would have a sort of conversation like :
player : "Give me a M16 for practicing, please" quartermaster : "You want fries with that ?" ![]() - Hindsight is always 20/20 - |
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#18 |
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wot if you just rip the entire "SAm Carter" section out of DEus Ex
<img src=http://www.geocities.com/bischlong/jaunty2.jpg> |
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#19 |
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zund: I like your idea, would be kind of neat, if this works than
In war there is no substitute for victory. |
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#20 |
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Forum Drifter
Join Date: Mar. 15th, 2000
Location: Malaysia
Posts: 1,893
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How about when you go up to the quartermaster your loadout menu simply pops up. You select your weapon and ammo (or equipment in future versions) like you do your loadout.
It's a wise person who knows the difference between free speech and cheap talk. |
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