Forum Discussion
Unlimited or near unlimited stuff feels like a builtin cheatcode. In many games this is actually a cheat. And it's illogical. Picture this: You have limited ammo for the players weapons, but vehicles have unlimited ammunition and fuel. Where does this magical vehicle ammunition come from?. The game needs a lot more restrictions and intervals or randomization. Many of these suggestions are relatively simply to implement via simple functions or case statements.ye
Unlimited revives:
Seriously why?.
You should be able to revive once, maybe a few times at most ( Perhaps you run out supplies to revive, just perhaps), and the process needs to take some time instead of the instant revive thing now. It would be possible to create a small game in the game to revive. Fixing bulletwound and what not. And perhaps this minimode could be broken by the medic to defend the wounded. A similar minimode should be created for mechanics
Vehicles:
Vehicles should be flown or driven to a respected place to get fuel, recharge and ammunition. The buildings for supplies should be able to destroyed. This way point of interests are created and the buildings are to be protected. If vehicles have a limited range. Because vehicles are already spawned, ardropped etc. new vehicles with fresh fuel and so on is supplied even if the buildings are rubble.
Supplies and transport:
The roles should run out supplies. The supplies could be refilled by limited airdrops, going back to base etc. Already existing vehicles could be given the ability to carry items like mechanical tools and medical supplies which then can be delivered to players in battle. This opens up for attacking the transportation of supplies and disrupting the supply chain for the battle. And if supplies is scarce the flow of battle is slowed.
You should be able to order supplies either for delivery by limited airdrop or pickup at the base. The supplies should have a waiting time of some interval. Medical supplies for medic. Mechanical supplies for mechanic etc.
Respawns:
No magical inplace respawns. There should be a penalty for dying. 1-5 min timeout. Because the gamer can feel the pain of waiting for respawn, and with near instant respawning there's no consequence to dying. And spawning should mostly happen at base with exception for spawning into the battlefield via parachute or some game modes with spawn points etc. This leads to a more realistic flow of fighting. With spawning in battle with your teammate, you can keep the pressure on the opposition. When I kill an enemy the scenario should goes like this: The killed player should respawn in their base after a longer timeout than current.
Health:
The health bar should also be sticky in the sense that when injured it should not regenerate or maybe super slow. You have medics that can heal you and revive you. The medics are way too effective. Health bar should probably also only be visible to the player. How is that you can see your teammates health live?. What technology is this?. I guess it would make more sense to ask your teammates what their health is like.
Hearing:
Nearby explosions should lower the volume for a period of time simulating human hearing. The same when you get hit. A simple audio bar functionality could be implemented.
Vision:
Colours could be muted in accordance to a vision bar or lines distorted in accordance to varying events.
Reloading
Reloading feels mechanical. And it's funny that every single time you reload it takes the same time. Apply a rudimentary interval - sometimes it takes 5 secs, other times 10, and maybe the third or fifth time you reload it takes longer since the players ammunition isn't prepared or is jamming. Every reload is succesfull which seems weird there could be a funny fumbling animation happening every so often.
Recon:
I don't feel that every player should have minimap on HUD to quickly glance at all the time. It doesn't seem realistic. How about an animation to pull out a map, maybe on a device. That would take several seconds
HUD:
Should be customizable. Showing items or not.