Sun, Jul 21st '19 at 13h 37m 45s #9106
A lil about the nuances of Recon’s line of sight. Did you know that in order to be ‘flagged’ an enemy has to be within the field of view of a ranger (in addition then line of sight and range) but once a enemy is flagged (which mean the enemy is now known to the team due to excellent communication) then any rangers that are within line of sight can engage that enemy even if they are not within the field of view.
This represents the above standard situation awareness of Rangers during combat.
Sun, Jul 21st '19 at 13h 44m 55s #9107
- This topic was modified 8 months, 1 week ago by Lance. Reason: changed the topic name
we now have rangers that locate enemies and aim at them
of course double line of sight is in
so no more weird shooting on moving targets
I’m pretty much at the start of it all. working on path finding and line of sight is done now im into the basic combat algorythm
fun stuff tho
lua is very clean
lets run this through the community.
shall weapons be ordered through a supply run at the cost of merit
All rangers come with their basic M16 of the chopper but if you want to order a crate of Stoner LMG you will have to pay merit and make a memo then receive it few days later.
This means if you lose a team and they have the good hardware this can hurt you.
This mean that you could collect weapons from the enemy as well
But that would render kill cards useless… hmm any thoughts?Sun, Jul 21st '19 at 14h 09m 02s #9108
my idea on merit purchasing
Have rank linked to the limit of everything but merit is how you purchase it.
(from here on rank is going to be a number the higher the number the higher the rank)
For example a rank 1 commander will be limited to 4 rangers, 8 weapons (4 m16s 4 1911s)
A rank 2 commander will be limited to 5 rangers, 12 weapons (5 m16s, 5 1911s 2 of commander’s choice) and has unlocked the ability to purchase stoners and Browning Hi-Power
Kill cards will allow you to receive 4 guns that are not counted towards your inventory, for example a stoner 63 kill card will allow you to kit 4 of your rangers with stoners at rank 1 or allow you to kit 4 of your rangers with stoners without having to use armory slotsSun, Jul 21st '19 at 17h 00m 15s #9109
i love this idea or using merit as some kind of currency instead of getting weapons through unlocks and killcards (and killcards would still be useful with that last part of the second reply), i am also excited about the part of losing those guns if you lose your team, i guess this would also be the case if you leave a ranger behind, how would you manage the equipment? would it still be the same as always or there would be some change as with the weapons?
i think that you should not have a limit on the weapons you can have though, it could just allow you to buy whatever at the cost of your hard earned merit, or perhaps it could let you buy aditional weapon slots with the merit
in this case maybe rank-ups could work as instantly winning some merit depending on the rank, what’s your opinion on this?Sun, Jul 21st '19 at 21h 02m 29s #9110
urb asked = shall weapons be ordered through a supply run at the cost of merit
No. Makes no sense to me to have to use up precious merit ; ie, gain weapon = lose respect with command.
What about the current Rank Gain Unlock?
Since Recon is more of a realistic game then “basic US equipment” should be available right from the start. M2Carbine, M16, M14, M3, M60, Boomstick, Mines ect..
With Rank-Gain much more weapons and items could get unlocked then now.
I am basically suggesting that All “standard” gear, Support Options, Upgrades(unlocks) to your FOB, wearable gear ect, be unlockable through rank gain.
Things that are not US Standard like other nations, including enemy, weapons and gear could be unlocked through Kill Cards OR ??
The current item number limitation (4 per ) is really a bummer when one equips just small (low bulk) objects.
Using a block system as lots of games do feels kind of wrong for an MNB game.
I would be OK with simply having more item slots available since the BULK system could be tuned to be more restrictive so that bring along to many high bulk items gets blocked.
Should be able to get additional merit from killcards, use the same old game changing cards like Montagards, Clandestine ops etc, but include some new ones, say, cards that improve chopper door gunners or new weapons to equip on your choppers or something, or AC’s fire more shots for x amount of days maybeSun, Jul 21st '19 at 21h 03m 04s #9111
I really like having the kill cards, especially because I think players ought to be rewarded for well executed missions (though how brutal would it be if doing exemplary missions just means rolling for a chance at a kill card :sweat: ) In my view, a good mashup of the two systems would be that as the war progresses/you rank up you get access to more equipment, but really more standard stuff. Your M14s, improved M16 models. Stuff that was common and that would be low cost in terms of merit to requisition a few more if they cost anything at all. Kill cards could be used to permanently unlock the ability to requisition more niche or prototype weapons and equipment. Things like the Stoner or infrared-scope sniper rifles, that definitely were not used wide spread but you could finesse since you proved yourself a capable operator. Be prepared to drop a not insignificant amount of merit on the stuff, however.Sun, Jul 21st '19 at 21h 04m 09s #9112
I think kit carsons should show up in your chalk selection screen
they’d act slower and have some worse off stats but be better at detection
and you should be able to give them M16’s
instead of just acting like a permanent Montagnard.Sat, Feb 15th '20 at 0h 38m 27s #9243
A new form of support call will get implemented.
He said we could make suggestions to how this could work in game / mechanics
https://en.wikipedia.org/wiki/Combat_SkyspotSat, Feb 15th '20 at 12h 51m 21s #9244
For a more difficult siggy skill check, definitely hit a target?Sun, Feb 16th '20 at 0h 23m 15s #9245
Not more difficult but maybe takes a lot longer to get “activated”.
How about the RTO man will make a very long call (like one whole minute) till he gets all needed information to HQ and IF he gets disturbed while calling the action fails.
Radio Skill will simply determine if the action will get started at all or cancelled due to (ex) bad reception, unavailability of processing, out of possible operating area or simply because he sucks at relaying the proper coordinates.
For URB ad realism factor 20% of the strikes (urbzz mentioned this as well) would not hit the target but fall randomly in the AO.
After the successful strike confirmation (“it’s on the way”) it would still take a considerable amount of time to actually hit.
Maybe 3 hours in game so you can either get out before to then see the results in your debriefing or wait for the hit to then make your own BDA in a now very hot AO zone.Mon, Feb 17th '20 at 20h 45m 54s #9247
That’s a good idea. I like it.
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