Here’s another one… Give the covert ops, and/or the engineer wire cutters. These could allow the player to cut through wire fences, or other wire structures. Also, the engineer could have the ability with his “wiggly pliers” to rebuild the fence. You’ve told me about the barbed wire idea, so why not make it so that the engineer can lay lines of cuttable fence himself.
I was on a server earlier today and someone was complaining about a panzernoob. He said that it shouldn’t be a first level weapon for the soldier.
Maybe you could put it as the fourth level skill weapon, and maybe the flamer as the third. Why couldn’t this be common along the classes, i.e. restrict the weapons certain classes get till they high enough to use them. Also it would reduce the rambo medics and increase interest in the soldier class. Maybe just give the medic the smg at level 3, because really, all the medic should be doing is dishing out the health and the yellow and green glow sticks. Maybe do it for the field ops aswell, their main feature is the airstrikes and artillery which should be their main offensive weapon.
There is one problem that I can see with the AA gun disabling the fieldops airstrikes… If the axis had the AA gun up, why would the allies spawn as field ops at all? Would they just not bother with that class for the whole of the map. True they still have the ability to give ammo, but I can’t really see someone playing the map solely for that reason.
One way around the problem however, may be to put in some sort of objective for which the field ops’ airstrikes were needed. Then the allies may be more interested in disabling the AA gun. There are however the airdrops as you say. But could you make it a bit more appealing to disable the gun? Maybe could have airdrops of ammo/health, maybe something else. I don’t know, maybe a bunch of adrenaline bursts that anyone can pick up, including the other team of course.
Could give the field ops the ability to blow things up like the engie’s can with dynamite, however make theirs not just an airstike, but a full blown bombing run. I’m hearing thought’s of “The Dambuster’s could be a good map for this!”, I suppose that would fit well with the “Kelly’s Heroes” and “Guns of Navarone” theme. This could be used for certain objectives, or maybe aswell as the engie’s dynamite. The field ops would have to plant a large beacon marker in the ground for this though, not just look at something through his binoculars or throw a party marker. One way you could make this appear different from the dynamite could be to greatly increase the time until the bombing occurs, because to be honest, bombers probably would take a little more than 30 seconds to get to the target area. To balance this out, the bombing run marker could be a permanent thing i.e. not able to defuse by either team. This would make it so that it was unavoidable for the objective to remain in the map or existance, but I think it could be balanced well with an estimated time around 3 minutes. During which time it would still be possible to blow the objective with dynamite, and maybe if the dynamite was used in time the bombers would turn back as they were no longer needed. Also don’t forget that this would only be able to take place on the surface. The engineers dynamite would still be required for underground objectives and sometimes the main objective, such as the Oasis anti-tank guns. I’ve just realised the fuel dump… I thought it would be a bad thing the field ops could indefinately take them out if he got there, but i’m not so sure. It could encourage the axis team to put up a better defense on that map. Don’t forget though that if the timer on the bombing was 3 minutes, after 3:00 left on the clock the field ops would be screwed and the allies would have to resort to engineers. Again, if this time was an “Estimated Time to Bombing”, the field ops could still plant the beacon on 3:00 and the bombings may occur up to 20 seconds earlier, thus winning the map for the Allies. I believe all of this could give the game a great tactical boost. (Mappers, don’t forget to add in huge bomber droning sounds before the bombing, which would obviously depend on the “Actual Time of Bombing” not the ETB).
Thinking about the adrenaline bursts thing, you could put in a cabinet, a bit like an ammo/health cabinet, but it very, very rarely has any available.
Again, with the adrenaline bursts, perhaps you could allow the medics to administer it to other players, not just themselves, this way you get away from the rambo medic mindset a bit more, and onto the rambo soldier as one would expect.
Ok, one more idea before I go to get some food…
Not sure if it’s possible to do, but… Implement another team. Have another nationality mixed up in the war. Maybe the neutral country they’re in, maybe a rouge axis/allies division who want to see both sides lose.
Ok, one more…
Ever thought about hostages? I know it could be a bit of a dodgy topic, especially considering what some people have suggested… (Gas chambers, concentration camps etc.) I realize that you should make it appear as if neither side have done anything wrong in the game. But you could have the hostages as POW’s . That way it wouldn’t, or shouldn’t cause much of turmoil.
Ok, i’m off, i’m starving… Goodbye
Now discuss…
(nicely)