I also posted this in another topic - a second part of this topic.
Attachable items are of course possible, but they add a LOT to the size of the mod. To put this in perspective, let's take an MP5 weapon. If you have the ability to add a scope AND a silencer, then we're talking 4 times as many animations. For example, the standard average set of animations for this weapon would be:
-Still_1 (hip shot with bolt forward)
-Still_2 (hip shot with bolt back)
-StillAim_1 (aim shot with bolt forward)
-StillAim_2 (aim shot with bolt back)
-BringUp (raise the weapon when selected)
-BringDown (lower the weapon out of view)
-Fire
-Idle
-Reload_1 (when gun first picked up, bolt is charged)
-Reload_2 (when out of ammo, clip is swapped and bolt is slapped)
-Reload_3 (when changing clips but not out of ammo)
As you can see this is 11 animations (granted, the still sets are only 1 frame) so if you add the capability for the weapon to have a silencer, than that would be another 11 animations. If you add the scope, that's yet another 11. Ok, now we have to make it so you can have both the silencer and scope.. another 11.. brings us to *44* sequences-- a helluva lot of animation sets for one weapon- now adding 4 or maybe 5 weapons with this ability, you've got a HUGE download for a mod. It obviously better be damn good for someone to take the time and download a 12mb or more file. This might be ok the first time, but what if we have bugs that need to be fixed? Now we're talking more downloading. I'm definitely not trying to shoot down the idea, just putting in perspective what that would mean for you guys. I personally like the idea of having more functions to our weapons, rather than the normal fire and forget stuff. And for me to animate these extras would be simple since I just have to attach a silencer and/or scope to the original animations. How does this sound? from an unbiased point of view, would you really want to download a mod that size?
As far as silencers go, I see why you think you'd want them in there from a realistic standpoint, but do you really think someone who attaches a silencer to his weapon will take the time to remove it? As I said above, adding that ability isn't hard at all, but it would really increase the size of Infiltration by quite a bit.
The idea for starting players off with certain weapons is a great one. I love the concept of being able to start out and choose which melee, sidearm, and primary weapon you'd want. Along with choosing grenade types, mines, healthkits, etc for a backpack type thing. I personally feel a weight system along with this could work too so the player can decide if he should carry more clips of 9mm ammo or another healthpack. This can go along with weapon attachments - things like scopes can add weight- although not much. Then if that player dies, he should be able to loose his backpack and ammo to be picked up by others. None of this spawning ammo either.. you show up to the battle and either scrounge or if everyone runs out, it's melee time!! This is a wonderful idea for some increadible realism. Now comes the implementation.. ie, coding. The whole menu system seems possible, but if you want to join a standoff server, you'll need to set up your player before you start. One option is if you've found a setup that works best for you, it can be a default thing just like your nickname is.. so you can simply jump into the standoff game right away. All this stuff will really depend on how good UT is. Sad to say, but it's in their hands... unless someone wants to fork over half a million for the source code..
For the radar type of deal, it unfortunately isn't very realistic. What *would* be though is true voice communications.. something that upcoming first person shooters really ought to incorporate into their games. For Classic mode though we can possibly add this radar support Jedi mentioned. But since there's no real way to know where your buddies are, we may have to compromise.. The thing about an overlay of the current map is next to impossible.. simply because either the level designer or one of us would have to create a top view of each map in an art program.. not likely to happen. that's just the first problem.. The infared type stuff is also next to impossible with this engine. It's sad too because I recently saw a screenshot of Sherman's night vision capability and it's increadibly good! (this is a mod for Half Life.)
Sprinting for short bursts is a great idea- one I wanted for our current versions, but Unreal just doesn't make that possible- tho I sure hope UT does.. that would be SO nice!
If UT offers descent support for dual weapons, then we'll probably make it so you can hold the gun with your left hand, grab a hand grenade, pull the pin with your teeth, then toss it. I think that'd be even better than having to switch weapons! Same could go for flashbangs or (if UT has a good way of doing it) smoke grenades.
Jedi is right about the whole movie thing.. For us to even CONSIDER a weapon, it has to be real, true to life. What your describing for a grenade launcher, from my knowledge, doesn't exist except for in movies and games.. If you can find some real pics of it on the internet, send them my way and we'll talk.. otherwise, we'll need more info than 'I saw it in a movie once...'
The feigning idea is possible. I could set that up in the animations of our new characters so they react differently and more realistically to 'playing dead.'
Phew- that's too much typin'. Feel free to comment on any of it though!