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Miscellaneous Suggestions
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Author:  warbrand2 [ Fri Apr 11, 2014 2:19 pm ]
Post subject:  Miscellaneous Suggestions

Idea: juggernaut armor

info: the juggernaut armor is nothing more then a bomb disposal suit with a large amount of Kevlar, that being said the juggernaut armor can protect from explosions as well as bullets.

protection limit

bullets: 8 lethal hits (can take 3 with out knocking the player down)

Alternative Juggernaut armor idea:
bullet protection: 5, first 3 do not affect the user.


other
heavy limit: do to the design of the armor it is near impossible to hold a LMG or RPG while wearing it, because of that you can not use them while wearing this armor.
rank requirement: Staff Sergeant 1st Class
gained: is bought in an armory for 300 rp


dragon scale
looks:http://www.gearfuse.com/wp-content/uploads/2008/07/dragon-skin.jpg
info: same as a normal vest in protection, though the first hit will not knock you down.


scouting vest
looks: a slimmer version of the normal vest
cost: 10 rp (can respawn with it)
info: only protects against one fatal hit, does not put unit in medic mode n the second


Exoskeleton
before you say this isn't syfi I ain't talking the high powered weapon mounted things you see in video games and movies I am talking http://en.wikipedia.org/wiki/Powered_exoskeleton more or less a power assist rig.


info: the exo suit is a simple powered exoskeleton. Unlike other vests the exo suit doe not protect against bullets, instead i increases the users move speed and strength this means the user wearing this will move faster and be able to carry more in combat (no clue how the strength part can be shown in game, maybe make this a requirement of some weapon or something)

stats
player speed increased by 0.30
encumbrance limit doubled?

-----------------------------
Idea: Automated Drones/Turrets

info: for this idea the drones are split into 3 types, track drones, copter drones, and stationary drones. each has an automated version and a controlled version. It should also be noted that all drones with weapons have limited ammo, after they run out they will self destruct.

track drones

LMG track
looks: http://www.michellehenry.fr/drone10.JPG image sums it up.
info: this is the standard drone, it is armed with a LMG with 400 rounds of ammo and 4 impact grenades. Not only that but it takes 2 lethal hits to down the LMG track. but it has a draw back in both manual and automatic mode it can not stray far from friendly territory with out losing signal.
note: if stay out of friendly territory with this for 20 seconds will shut down and self destruct.
AI mode note: When a AI controls this they will do so from the farthest bases from the front line, allowing them to be safe from combat.
automatic mode note: in automatic mode this drone will act as a turret defending the area it was deployed in.
obtained by: ??? can't put in armory do to the fact this would be a bit much for that.


assault track
looks: see LMG track only with a weaker weapon and no launchers
info: a weaker version of the LMG track this drone can be gained from any armory after gaining 5,000 exp, is armed with a nondescript assault rifle that is loaded with 80 rounds of ammo.
other info: same as LMG track
obtained by: costs 150 rp in armory



COPTER DRONES

spy drone
looks: http://img.dailymail.co.uk/i/pix/2008/0 ... 68x338.jpg
info: the spy drone is a manual control only drone, that allows its user to spot targets in hostile areas, it's main draw back is that it is a spy drone and not armed or armored (going down in one hit lethal or not). Though A high ranked character can use this to pinpoint locations for bombs or reinforcement drops behind enemy lines.
AI mode note: AI's will use this for scouting behind enemy lines, if you see one shot it down and bring it to an armory for some rp.
automatic mode notes: in automatic mode will fly around the area deployed and alert allies to hostiles in the area.
gained by: armory for 100 rp can be gained at 1000 xp



stationary drones
note: stationary drones are automatic mode only.

smart mine
looks: http://pds.exblog.jp/pds/1/201206/05/02 ... 252116.jpg
info: this drone is the first of the stationary drones, and it is a mine that can explode 6 times at a minor range. basically its a low range impact grenade launcher that fires only at vehicles.
damage per explosion: 90
gained by: found in crates rarely, also deployed by AI's rarely

ADS (automated defense system)
looks: http://www.wired.com/images_blogs/photo ... n_rcws.jpg
info: unlike other drones this one can not be deployed by the player ADS turrets are instead spawned on key points when areas are captured, they are armed with the same gun as the APC and can take 4 lethal hits before being disabled, on the upside they do not re spawn until the area is recaptured. (aka if you take ones in an enemy area out they will not respawn until the area is captured by your team or another enemy)


-----------------------------
New Rocket Launcher: M202 Flash
info: the m202 flash is a 4 found rocket launcher that fires incendiary rockets. That being said the rockets fired from this weapon are more effective against people then vehicles unlike other rocket launchers. flamethrowers may not be used by the military any more but that is because they have this thing.

stats
damage vehicles: 0.75
damage people: 0.7 kill chance on hit + 0.1 kill chance per second for 8 seconds (as they are on fire)
effective range: 6
shots per weapon: 4
weapon type: launcher
gained: rare drop from crates / fire call?

-----------------------------
New game mode: Refugee
refuge is a game mode in which the 3 sides start with only one base area (can't be lost) this game mode is special in the fact that the main bulk of the map is controlled by civilians who must be evacuated from the battle field. The objective of this game mode is simple the side to evac the most civilians at the end of the mach wins. It should be noted that a tansport truck is a soldiers best friend in this game mode.



types of civilians

scared citizen: a civilian in the wrong place they will follow the first ranking soldier that gets near them, can be evaced by taking them to a evac zone doing so gives RP

cop: a civilian armed with a spas12 and a vest, like other civilian can be evacuated for rp, unlike other citvlians is armed

looter: a civilian armed with a knife, unlike other civilians this one has a pack with random items after evac will drop random items and weapons on evac site.


getting the civilians to a safe zone would give RP to the player that does so. killing civilians will remove RP and xp, which makes getting them off the battle field A high priority. It should also be noted each soldier can only have two civilian following them, while this does mean a large squad can evac a large group of civilians it does limit lower end soldiers for that reason civilians will enter transport trucks if one is near and has a driver


note: this is basicly a multi flag game mode in which the flags move and some have guns.


-----------------------------
New Vehicles: Self-Propelled Artillery, Stryker, Assault Buggy

Self-Propelled Artillery
image: http://www.armyrecognition.com/Amerique ... er_001.jpg

this would be a long range engagement vehicle having 3 times the range as the normal tank, though at the cost of having a 2x slower turn on the cannon and a slower reload time.

vehicle stats
seat: 1 driver, 2 gunners
max speed: 10
guns: artillery cannon, and a LMG turret
health: 3
damage: 200 (cannon), 0.58 chance (turret)

notes: the self-propelled Artillery has a 2x slower turn on its main cannon this means it can not hit moving targets that is unless the gunner leads the shot, this is off set by the fact that it fires at an arc, allowing it to hit targets over walls and buildings.



stryker APC
image:... ok 3 images as this would have 3 variants
slat armored: http://defense-update.com/images/strykercage.jpg
assault variant: http://www.army-technology.com/projects ... yker_1.jpg
tank variant: http://xbradtc.files.wordpress.com/2008 ... usa_07.jpg




vehicle 3 assault buggy
image: http://tn.en.fishki.net/26/upload/en/20 ... 55164d.jpg

the assault buggy is a light 4 person scout vehicle which can be found on the more open maps, it is armed with 3 LMG's, it is the jeeps big brother when it comes to armament, though it is no where near as safe as the Humvee

vehicle stats
health: 1
max speed: 50
seats: 1 driver, 3 gunners (3 LMGs)
note: all people in the assault buggy are easy pickings for any soldier if they are not moving,also the forward gunner only has a 90 degree aiming area, while the center and rear have 180 degree aim areas.
gained by: found on some open maps (probably)



Combat Bulldozer
image and info: http://en.wikipedia.org/wiki/Armored_bulldozer

the combat bulldozer is a heavy armor slow moving vehicle, It is not a combat vehicle despite being the most heavily armored ground vehicle it is next to useless in front line combat as anything more then a barricade wrecker and mobile cover.

stats
health: 7
max speed: 8
seats: 1 driver, one MG gunner
damage: 0.56 kill chance (main gun)
gained by: fire call or found on maps.


combat truck
image: http://image.4wheeloffroad.com/f/27390460/131_1001_02_z+mrap_military_vehicles+mrap_cougar.jpg

info: the combat truck is a mobile stash for weapons and armor (aka a mobile stash), like other vehicles the AI can control and use it, for example this truck might be brought to the front line, at which point the team with it will start using it to resupply grenades and explosives, meaning they will have more explosive fire power.
note: do to its design the combat truck can take a few hits from explosives, and in fact takes reduced damage from grenades.

health: 2.75
max speed: 17.5
seats: 1 driver, one gunner, and 1 passenger

-----------------------------
faction specific vehicles ideas

TANK

wheeled tank (forgot the actual name, and can't find it)
image: http://i90.photobucket.com/albums/k259/iemand_2006/Bastogne%20perimeter%20walk%202010/DSC_1237bewerktframed.jpg

info: this is basicly a faction specific version of the tank (grey), it is armed the same as the normal tank but with some minor differences.

health: 2.75
seats: 1 driver 2 gunners
speed: 15


t-90
image: https://wiki.colby.edu/download/attachm ... Mbangi.jpg

info: like the tank above this is a faction specific version of the tank (brown), it is armed the same as a normal tank but with some minor differences

health: 3.5
seats: 1 driver, 2 gunners
speed: 8


troop transport
note: current one is swapped to brown by default

half track
image: http://www.vectis.co.uk/AuctionImages/106/2301_l.jpg (sorry for using a toy as image)

info: is a faction specific version of the troop transport (grey) unlike other transports the units in this one can fire out of it, though at the cost of being protected from small arms fire.

health: 1.6
speed: 17.5
seats: 1 driver 7 passengers (2 less then normal)


stryker
image: see slat striker image

info: this is a faction specific version of the troop transport (green), unlike other transports it has a lower carry capacity but has higher armor then any of them

health: 2
speed: 17.5
seats: 1 driver, 5 passengers, 1 "gunner" (uses their main weapon from a fire port on the top)

-----------------------------
New Call ins and call in method:

just an idea for a mechanic, how about ever so rarely colored flares being found in crates, these flares would have rare fire calls which will be triggered by their use. the rare fire calls have 2 types, flare which can be destroyed and flare guns which can not.

flare supports: take 2 seconds to deploy and 5 seconds for the call to come in, flare can be destroyed by explosives or a lucky shot.

flare gun supports: takes 1.5 seconds to deploy, drop comes in 3 seconds. can not be destroyed but lights up the area so all can see (aka marks a [color] flare symbol on the map)

note: all flares count as a grenade item, be it a flare gun or standard drop flare, you can also only carry one of each per stack.


osprey support (yellow flare)
does: calls in a osprey armed with two side machine guns, will drop in four soldiers, that will provide fire support and follow the person who called the osprey.
exp requirement: 7,000
note: soldiers have ballistic vests, and random weapons.


Apache support (red flare)
does: calls in an Apache gunship armed with a forward machine gun and 2 rocket pods, that will cover the area for 30 seconds before leaving. during this time it can be downed by rockets (8 hits), the apache is good for taking down multiple vehicles.
exp requirement: 8,000


RP supply (red flare gun)
does: drops 8 crates containing supply caches (brown boxes worth 100 rp each), each crate contains from 2 to 7 supply caches.
exp requirement: 4,000



bulldozer drop (blue flare)
does: calls in a combat bulldozer (idea mentioned above). this drop is useful as it gives the team that calls it a front line breaker (hard to kill mobile cover that can plow through most things).
exp requirement: 7,000


minigun drop (blue flare gun)
does: drops in a armament package containing a handheld m134 minigun this gun when equipped has 5,000 rounds and a 0.6 kill chance per hit, unlike other weapons it can not be reloaded.
exp requirement: 5,000



3rd armored tank drop (green flare)
does: when the flare is launched a group of 2 tanks with crews will be dropped at location.
exp requirement: 8,000


black hawk support (orange flare)
does: calls in 1 minigun armed black hawk which will land and deploy 8 random armed soldiers
exp requirement: 7,000

spec ops light (green flare gun)
does: makes it easier for the AI to detect hostiles at night, is used by the AI at random.
exp requirement: 1,000 (NPC only)

-----------------------------
New Grenades/Explosives:

Molotov
info:the molotov is a improvised explosive found in the armory, doesn't do much damage an is available form the get go. The Molotov is a really good anti personal grenade, as it would have 2x carry limit as they standard from the start and has a low cost. Though it does not have a 1 kill chance as it lights enemies on fire instead of blowing them up.

stats
damage: 0.2
blast range: 4
kill chance: 0.5 + 0.1 per second for 4 seconds

dummy grenade
info: a grenade with no explosives, when thrown NPC's will try to avoid it like a normal grenade in other words it's used for forcing hostiles out of cover so that your allied can take them out.


smart mines
info: light explosive mines that have friend foe chips, will detonate if a hostile gets to close.

stats
damage: 1
blast range: 2.8
kill chance: 1
detection range 2.4



claymore mines
info: basicly 12 shotgun shells in a box, when this mine detonates it will fire off a barrage of shells in the direction it was faced

stats
range: 7 forward (only fires in a 90 degree cone)
kill chance: 0.6 per pellet
pellets per detonation: 68 (just typed a random number)

Author:  JackMayol [ Fri Apr 11, 2014 8:38 pm ]
Post subject:  Re: vest idea: exo suit

double speed is a bit exagerate :p
The idea in general isn't bad though.

Author:  JackMayol [ Fri Apr 11, 2014 8:42 pm ]
Post subject:  Re: vest idea: juggernaut armor

There might be different types of vests before 1.0. 10 lethal hit is way too much though :)
Also making such uber-vest available in the armory is for sure not a good idea. It might be a quest reward or something but definitely not as a stock item.

Author:  warbrand2 [ Fri Apr 11, 2014 10:31 pm ]
Post subject:  Re: vest idea: exo suit

yeah, think I should have said 1.25% increase in speed. thing is that seems to weak for a single stat on a vest... unless the player can respawn with it.

Author:  JackMayol [ Fri Apr 11, 2014 11:26 pm ]
Post subject:  Re: vest idea: exo suit

to get an idea, you might just edit for example m16a4.weapon in \media\packages\vanilla\weapons\ and change the entry
Code:
<modifier class="speed" value="-0.036" />

to
Code:
<modifier class="speed" value="+0.25" />

This will make a soldier carrying a m16 running 25% faster as without weapon (don't forget to change it back, or make a overlay mod for your changes, that's easy)

Author:  JackMayol [ Fri Apr 11, 2014 11:28 pm ]
Post subject:  Re: vest idea: juggernaut armor

Those can be relatively easily modded btw if you want to give it a shot :)

Author:  warbrand2 [ Fri Apr 11, 2014 11:48 pm ]
Post subject:  Re: vest idea: juggernaut armor

if you can tell me how, I will give it a try.

Author:  warbrand2 [ Fri Apr 11, 2014 11:51 pm ]
Post subject:  fire call idea: spec ops team

came up with this idea after attempting a stealth attack. I called in a large amount of paratroopers cause the first group alerted the defenders. While the attack failed it gave me an idea for a stealth fire call idea.


info: the spec ops team call is unlocked at the same time as your factions suppressed weapon, it calls in 3 soldiers armed with the suppressed weapon and a vest, nothing more nothing less. the difference is in how they get there instead of using parachutes to land in the spec ops team uses wing suits (basically they deploy the parachutes on screen at low altitude as to prevent them being spotted)

Author:  warbrand2 [ Sat Apr 12, 2014 12:03 am ]
Post subject:  Re: vest idea: exo suit

ok after some messing around think +0.30 would be good for this as that is noticeable but not to fast... also could this be used to negate 1 third of the weapon encumbrance (even though that seems to do nothing after having it at 1,000% with nothing changing)

Author:  JackMayol [ Sat Apr 12, 2014 12:11 am ]
Post subject:  Re: vest idea: exo suit

the encumbrancy affects your aiming, not your movement speed (yet)

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