Author Topic: equipment switch in class menu  (Read 651 times)

Offline Martinlegend

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equipment switch in class menu
« on: 02-05-2014, 12:05:33 »
i want to suggest that the normal infantrymen could Switch his Equipment  like the commander/squadleader can do just even for the Equipment

examples
Engineer: AT Mines or AP mines
(remove the ap mines from the spotter - the laying of mines should be the work of the engieer class like in real)

Riflemen
Grenades or Rifle grenades

At gunner (example for the germans)
hafhohlladung or Panzerfaust

just examples but maybe you could think about such a System
it would be make each sqaud more suitabel for each mission


Offline LuckyOne

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Re: equipment switch in class menu
« Reply #1 on: 02-05-2014, 12:05:50 »
Lots of work for little gain. The SL choice was already a pain in the ass to code AFAIK.
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Offline Eat Uranium

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Re: equipment switch in class menu
« Reply #2 on: 02-05-2014, 19:05:26 »
This was only implemented for the SL kit, because it is the only kit that is guaranteed to be in the same slot on every map (by the python that specifies that only SLs and Commanders can spawn with the kit in the bottom slot).

Offline Officer_Dufus

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Re: equipment switch in class menu
« Reply #3 on: 14-05-2014, 22:05:16 »
It would be neat to be able to select alternative weapons for every class, similar to what Project Reality has.  Although most of the time, PR's weapon selection just involves optic choice - aim point/red dot sight or magnified optics.

In Forgotten Hope, Scout could get M1 Garand/M1 Carbine or M1 Garand/Springfield 1903, Riflemen could get choice of rifles just the same, etc.

For each class that would be great, just more of a selection of loadout is all.  Maybe you want to be an engineer but you'd rather have an M1 Garand instead of the M1 Carbine.  Your accessories should not necessarily dictate what primary rifle you have.

Offline GIJordncc1701d

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Re: equipment switch in class menu
« Reply #4 on: 20-05-2014, 07:05:09 »
Why is it that kits are in different spots in the menu on different maps? Is it something that has to be changed manually or is it something the game does automatically?

Offline Eat Uranium

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Re: equipment switch in class menu
« Reply #5 on: 20-05-2014, 12:05:43 »
It is something the mapper sets themselves.  Obviously there is the precedent set by other maps, but the only rules seem to be Rifleman = 3 and definitely NCO = 7.

Offline LuckyOne

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Re: equipment switch in class menu
« Reply #6 on: 20-05-2014, 13:05:21 »
It is something the mapper sets themselves.  Obviously there is the precedent set by other maps, but the only rules seem to be Rifleman = 3 and definitely NCO = 7.

Well if rifleman is always set to be at 3... Theoretically we could then have riflemen with always fixed bayonets and riflemen with the removable bayonets (my old suggestion about kits with permanently fixed bayonets). You could even make it so that the non-removable kit has some trade-offs in terms of accuracy or reload speed or whatever.
 :-*

Of course the kits with rifles that don't use bayonets would need to have other perks... So that complicates things again...
« Last Edit: 20-05-2014, 13:05:17 by LuckyOne »
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