I wish I was a modder.
What I am shooting for is a "Project Reality" for the future feel
I understand that this is all beyond my reach, but I like thinking stuff up like this.
Enjoy the read, and any input, from fellow dreamers, is welcome
--------------------SUPPORT----------------------
Ganz:
+Cause 1 Damage per 2 bullets to most vehicles (not to walker and Goliath)
-Increase minimum bloom radius (less accurate)
+Small increase in damage
--This would give the Ganz more utility while making it more of a suppression weapon. The LMG would maintain usefulness by being a more accurate longer firing weapon.
Machine Guns:
-Bloom shrink only happens if gunner is prone.
-While hip-shooting, the bloom increases and small amount (less so for LMG, more for HMG)
-Increase bloom minimum size (it is not a sniper weapon)
--Because it makes more sense.
Dystech Pulse Meter:
+Hold to keep scanning (show diamonds that follow infantry)
-5 seconds of use until 15 second cool down (the long cool down is to prevent two supports from having a constant view of enemy locations)
--Helps the support aid in assaults, but removes him as a extra gun in said assault (good enough trade off?)
New NetBat:
+See "RADAR" (bottom)
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---------------------ASSULT-----------------------
Voss:
+Increase clip size by 10
-Increase deviation at longer ranges
+Faster reload rate
-Disable the use of rifle rockets and (but maybe not) shotgun on the voss
--The Voss would remain a very powerful CQB gun. This would cut back on rocket spam a little. This change would also force the use of the Baur for longer range engagements and the basic AR for utility.
Smoke Grenade:
+MORE SMOKE! (thicker smoke over 8 seconds)
+Right click to change color (grey/red/green/yellow/black/orange/purple)
--With no radar (see below) you can signal friendlies and transports.
Radar Smoke:
-With no radar (see below) this will shows diamonds (better to shoot through smoke with )
-No color option
-Less smoke
--This is more effective at combat reducing the effectiveness of the enemy while giving thrower's squad an advantage.
New NetBat:
+See "RADAR" (bottom)
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-------------------ENGINEER-----------------------
Pillum:
-Longer reload time
-Must be prone to fire accurately (current accuracy). If you are not prone the deviation range is a 4 inch circle on the screen (6" if moving).
+A little more damage
--It is a freaking cannon, no running and gunning. This will make it harder to pop in and out of cover, making the 'fire around corners' guided rocket a viable choice.
Defuser:
+Can turn IFF (Identify: Friend or Foe) off on enemy mines (apm, motion mines, emp, and sentry guns) by holding right click. SGs take 10 seconds to change, everything else takes 4. Note: they will now see everyone as an enemy.
New NetBat:
+See "RADAR" (bottom)
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---------------------RECON------------------------
Sniper Decoy:
+Any diamond placed on you is instead placed on SD. Support NetBat is not fooled by this, as it traces bullet trajectories (It will only show the position you fired from, not you)
--Makes you harder to pinpoint, and can be used to set up traps/ambushes.
New NetBat:
+See "RADAR" (bottom)
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------------COMMANDER AND ASSETS--------------
Commander:
-To call someone you must right click ON them and select 'infantry spotted' or 'vehicle spotted'...no more blind spotting.
-The comm can only give fire support and supplies to someone that calls for them
-Crates no longer fix assets (someone needs to play defense, what a concept)
+Comm gets a percentage of (the average of the highest 3) squad scores.
+Comm can make his viewpoint available, via Buddy Cam, to one squad leader of his choosing. He then gets a 'V' communication channel with that squad. He can commandeer a squad, basically.
EMP(All forms):
+Increase radius by 1.5 times (ie. 40m to 60m)
+Increase effect duration by 2x
+EMP should scramble communications (VOIP and otherwise) (big maybe on this one, Vent advantage much? lol) and NetBat/Buddy Cam.
--Lets face it, EMP can thrash electronics....Why not have it do just that.
UAV:
+Gives SL 'commander view' in a short radius (can be shared with buddy view cam). SL controls zoom level and area of view (within radius). Can only be shared while SL is in 'comm view'. SL can issure orders on a 'per member' basis from that view and only within view radius.
--At a sacrifice of SL mobility, the squad gains an enhanced situational awareness.
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----------------OTHER/GAMEPLAY------------------
Radar:
-Remove entirely
+Replace with the buddy view cam (you can see what he sees)
+When you call anything, it shows as a diamond. If you have the Vehicle NetBat it will show type instead of a diamond. If you have infantry it will show their symbol instead of diamond. If you have Fade Delay (Rename Tracer NetBat) it will show type and distance (from spotter). Support NetBat (rename Oracle NetBat) will place a diamond on the last firing position of any infantry who's bullet comes within 5m of him (sniper detection system), no stealth detect.
-This makes Squad work, the NetBat system, and reconnaissance a must.
Jumping:
-If you have no stamina, you can not jump until one quarter is recharged.
-No directional control in mid air, after jumping.
--Bunny hoping is retarded, this is a fix.
SL/Comm orders:
+Move order SL gets 1 point per member to get within 10m of order (given once per member. Order must be 60+ meters away. There is a 15 second delay on point award reset (no running back and forth for points) ). Members get 1 point for getting there. (any distance, 10 sec delay between point gains)
+Attack order - Keep as is
+Defend order - Similar to Attack with one change. Squad members (not necessarily enemies) need to be within order radius. Killed enemies can be anywhere, as long as squad members are in the radius.
Pods:
+SLSB Pods will have some control over drop angle (up to 60m from starting point)
--This will be enough maneuverability to get on buildings (if everyone can do it, it is no longer the safest option), and avoid beacon campers.
Targeting:
-No more 'HIT' indicator.
-Enemy health is not shown
-Friendly health and ammo no longer visible (you need to call for it)
--I think this makes sense
Damage:
-Guns do a little more damage.
-At 25% health, screen gets a bit blurry (almost like being stealth).
-Health goes to -30. At 0 you drop and start respawning. The defib heals 5 per shot, on a 'dead' person (maximum of one 'CLEAR!' per 2 seconds). If you get to one or more health you are alive again...but need health.
+Keep wounded/killed status
--CLEAR! bzzt!...CLEAR! bzzt!...*cough cough*. We got him back "hold here and get yourself patched up soldier." (defib, defib, medpack)
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THE END