Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » iov multi-choice thread
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Quality[message #266069]
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Mon, 01 November 2010 04:55
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RRT_877 |
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Messages:59
Registered:May 2010 |
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The up to 5 Kits are very nice, but who we are going to use them, I'll deliver you some interesting methods.
Method 1, the Quality uprise.
The first Kit, will give the Merc only the Items of the very need, a Pistol and some magazines. This Kit can be used for the early games and when you are recruiting a merc for services behind the front. The Kits shouldn't cost more then 1000.
The second Kit will give you much more combat ability, Merc with the second Kit, will get a machinepistol, a early armor and maybe some camo. This Kit is for use in the early game, for player who prefers technical superior by manpower, in the middle of the game and for extra protection for service mercs.
The third Kit contains a common soldier equipment. The mercs who's choice fells on this Kit, are getting an standard assaultrifle, a standard army type armor and an army common gear. This Kit is thought for the most time of the Game.
For the fourth Kit, it was taking a while to came to an acceptable theme, first, I want to turn it into a Shotgun Kit, but then all none Shotgun Merc would be disappointed, so tried out machine guns but its to not very fair against people who don't like them. So I turned to a generally support class Kit, the MG Guys get there MG's and the Sniper Guy's get their Sniper Kits. But hey, a moment please, when I'm already adjust my choices, my the Mercs Skills, why I don't set an totally Class Kit.
Ok, This ( 4 ) is the Class Kit, the items are forced by the mercs choise, Igor got the Automatic Skill witch gives a squad light machine gun to him, he also got a night skill witch let him get a nvg and finally he is a stealth guy witch brings him sub ammo and a silencer, here you got is a stealth night squad machine gunner, these russian and there special combat ideas.
The last ( 5 ) Kit, used to be the sniper Kit but I decided to move the snipers into the Class / Skill Kit above, so this Kit becomes the DMR Kit. This Kit will give a DMR or scoped battlerifle to the merc, but a less well armor then the assault ( 3 ) Kit. This Kit will bring it's best benefits to day time players who can afford this kinda special firepower.
/edit
Sorry I just forgot the Scour code
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Corporal
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Class[message #266070]
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Mon, 01 November 2010 04:56
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RRT_877 |
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Messages:59
Registered:May 2010 |
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Ok, up the the Next model, in this model every Kit represents a Class.
1. The Assault Class, standard length assault rifle, middle class armor and nades
2. The Spec-Ops Class, carbine with optic, light armor and c4
3. This class is trigged by the mercs skills, grizzly best special skill is explosives so he gets an antitank weapon, a shotgun and an heavy armor.
4. The support class, a mg, heavy armor, many ammo and nades
5. The Sniper class, a sniper rifle, light armor and anti person mines.
Yes, I was highly inspired by Battlefield.
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Corporal
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Re: Class[message #266076]
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Mon, 01 November 2010 09:19
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usrbid |
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Messages:1506
Registered:December 2008 |
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Currently the item progression is done through range then speed (a little). If you give the enemies SMGs or MPs (or ARs) in the beginning, the "entry level" mercs (like Bull, MD, etc.) are not going to hit anything. With more enemies than soldiers on your side, you will get hit a lot.
Why do the kit choices not show how much a kit costs? Secondly now I need to click on every kit to see what is available, instead before I was able to quickly iterate through the AIMs to see what they have. And third the kits remove the need to achieve game progress as AIM become an alternative to BR and Tony (the later makes me sad).
But to answer your question RRT877, I agree on all your concerns. Also you will run out of ammo as the enemies will have pistol ammo and you need AR ammo early in the game. Another concern you haven't listed is, are the items of another kit available after I hired a merc with a different kit and sent him back again? If no, then there is no point to the kits as you don't have the money early in the game. If yes, then AIM becomes a shopping catalog, sometimes even better than BR, except you cannot repeat an order.
But here is a proposed solution. Setup the kits to match the game progress at which the player can hire the soldier. This means that Bull's kits won't have expensive gear while Magic's may have amazing attachments.
Another idea is to have a few "base" items (e.g. pistol, ammo, holster) and each kit adds utility items only.
Example 1 - expansion (previous items remain, new ones get added):
Kit 1: Beretta 92, 2 clips 9mm ball, small holster
Kit 2: Beretta 92, 2 clips 9mm HP, 2 clips 9mm AP, pistol leg rig
Kit 3: Beretta 92, 2 clips 9mm HP, 2 clips 9mm AP, pistol leg rig, pistol suppressor
Kit 4: Beretta 92, 2 clips 9mm HP, 2 clips 9mm AP, pistol leg rig, pistol suppressor, dusters
Kit 5: Beretta 92, 2 clips 9mm HP, 2 clips 9mm AP, pistol leg rig, pistol suppressor, dusters, laser sight
Example 2 - variation (swap only one old for new):
Kit 1: Beretta 92, 2 clips 9mm ball, small holster
Kit 2: Beretta 92, 2 clips 9mm ball, dusters
Kit 3: Beretta 92, 2 clips 9mm ball, tool box
Kit 4: Beretta 92, 4 clips 9mm HP (HP is cheaper)
Kit 5: Beretta 92, 2 clips 9mm ball, pistol leg rig
Personally I like the second example as I cannot have everything only because I have the money, I am constrained to making a choice, which is interesting. The first example feels more like a supermarket, if you have the money, you can get everything you see.
In the second example I (personally) would need to make a choice between kit 2 (good for stealing) and kit 4 (more ammo but limited to unarmored). Other people may get the tool box or go for a better LBE.
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Re: Class[message #266092]
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Mon, 01 November 2010 12:17
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RRT_877 |
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Messages:59
Registered:May 2010 |
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Yes, its the Era Mod to get here and here you can watch what is does to the game progress.
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There is another problem, it's just logic that the lower Mercs are lesser good equiped then the hight ones, but were is the limit. I choose the 1 week payment as my limit for equip.
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Here we go, the poor mans classes.
1. Assault, the lower assault guys should have weapons witch have lesser range then the spec ops but lessen, the the snipers. They can be half auto's if necessary or even be common pistols.
2. Spec Ops, I changed the class a little bit more to stealth, the spec ops class should have smaller weapons ( then assault ) and full auto if possible. Thy are less protected then Assault, but should have better camo.
3. Support, the support class is a big struggle for the small budget of the tier one guys, but if you can't afford a real lmg you can suppress you enemies witch a common smg modified to use drum mags.
4. Special, the special class is some witch we are still working on, it might became some kind of general cqb class witch are using shotguns and smgs, lates are not a gib question in the tier one area, because there assault guys use these things.
5. Sniper, the lower class sniper are simply using rifles with cheaper optics or outdated wwii snipers. They are well camo'ed but less protected.
( by the way, why is a mosin rifle near as twice as expensive as an sks? )
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[Updated on: Mon, 01 November 2010 12:19] by Moderator Report message to a moderator
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Corporal
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MD[message #266260]
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Thu, 04 November 2010 08:31
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RRT_877 |
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Messages:59
Registered:May 2010 |
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Hi, here is my reworked class solution.
here the mercs "service" class ( medic, engineer, demolisher ) don't change, a medic stays medic.
Only the class of weapon will cycle.
Ok, let's show this on the example of Doctor Michael Dawson, because he is one of the rare tier one merc who has a clear definated class.
Kit 1: Assault / Assaultrifle
This class has no big changes, since the last model. It's still the main combat class with an assault rifle or an stronger smg, if the merc can not afford one. This causes in a width range of possible weapons, from power full assault rifle / nadeluncher combos to simple SMG or even rifles. The armor should by middle class.
Kit 2: Spec Ops / Stealth / SMG
This class is now a less clear definated one, it's new focus lies on stealth and CQB. The merc gets a SMG or a carbine, if he can afford one, this weapon should be as silence as possible if not, we should give some other kind of silence to him. The range of weapons here is very large, it can be the carbine version of newest hight tech assaultrifel but also it can be a simple silenced pistol. The armor is not very important, but camo should be a must have.
Kit 3: Combat / Tank / Shotgun
This class is an new one, it equips the merc with a shotgun or another power full close combat weapon. The range of weapons, fitting in "Kit 3", starts by highly effective auto shotguns and ends with simple large caliber pistols. A good protection is here a question of survival.
Kit 4: Support / Sprayer / LMG
This class is just the same, as in the previous model. The merc gets a LMG or another weapon with is able to bring the same effect of suppression onto the enemy. The weapon in this kit can cycle from the heaviest mg in the game, to a simple pair of akimbo pistols with floor plates and a lot of extra magazines.
Kit 5: Sniper / DMR / Marksman
This classic class don't need to be changed. The merc gets a rifle with, or with out optics, the only constant in this class is, that this weapon should have a longer range, then the other weapon, in the other kits. A "Kit 5" can contain the biggest anti material rifles, but is also able to contain a scoped assault rifle, it its fir into the merc character. A great armor is not very necessary but camo should be good.
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[Updated on: Thu, 04 November 2010 09:20] by Moderator Report message to a moderator
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