I would like to encourage you to write down suggestions, ideas and wishes for FH2: such ideas could concern:
- Infantry System ( classes, ideas for squad systems ...) - Armour Code - Vehicle Control (realistic, speed up for faster gameplay ..) - Flight System (how realistic, if arcade, in what way?) - General Graphics (menues, general FH style...) - General Sounds - Type of Maps (critisize current FH map - layouts, find better ones) - Weapon behaviour and so on
Plz dont give ideas for vehicles that should be included, this depends on the maps we will include one after another.
It would be great if you could discuss your ideas in this thread and one Thread-Admin sums up the main points so we will have a good excerp of the communitie's ideas and wishes for FH2. During the discussion, it would be great if some Moderators could structure the thread and combine "most wanted suggestions" from time to time so people can discuss them (maybe in other threads). This is your chance to be an active part of FH2, take it. ;)
I´s suggest to keep the UAV in in some maps, but make it a scout plane with very long reload time. Also, in FH2 the commander should only be able to give commands and look in the first 2 zoom levels, as in looking on a map. Theres no need for the commander to have a satelite view where he can see everything. Scanning should be removed totally.
- no spaw points for squad leaders, maybe only for full squads.
- The ablity for the commander or whoever is in charge to call in different types of artillary i.e. you can call in a shell from a Karl Mortar once, which would create one massive explosion, or you have the choice of calling in artillary from a different gun, which would bombard the area with several, but smaller explosions. Would add some nice variety.
Passenger positions on the rear decks of some tanks - if possible with the 'duck' finction like static/vehicle MG positions in BF2.
disabling of tanks and Airplanes (if that is possible), so you can shoot off an engine of a bomber and be sure it won't get home, or destroy a track on a tank
maybe fuel for airplanes (just to enforce them to go home to base every 10 minutes or so, land and refuel in 30 seconds)
the UAV should be made into an AI or player controlled scoutplane
if possible, realistic penetration values for tanks (if that means that most guns can't hurt a tiger, so be it)
As for maps, maybe less maps trying to create a massive battle atmosphere, and more that try to realisticly depict a small fight between two small units - kinda like Foy or Charlie sector, less like breakthrough or midway.
bombers should drop their entire bombload in one go (already do that in BF2) + bombardiers view (with the driver kill assists, that would be an actualy working idea)
WEP for planes that had em.
With the new materials system, maybe tanks can now differ between on road march and cross country performance (mainly speed).
AceSI would like to encourage you to write down suggestions, ideas and wishes for FH2: such ideas could concern:
- Infantry System ( classes, ideas for squad systems ...)
-Loads of unique commands accessed via the command menu. -Some sort of bonuses for being in a squad. -Squad leader should work as a spawnpoint. -Infantry damage not based on hitpoints. If you are hit, you are killed or wounded (effect similar to BF2's concussion effect).
As for classes (country specific names): 1. Artillery spotter officer 2. Assault 3. Close combat 4. Support/machinegunner 5. Medic 6. Grenadier 7. Anti-tank 8. Engineer (but without the damned magical wrench) 9. Officer (radioman)
The squad/commander system should be based on radio link, which could be formed via command vehicle (lightly, or non-armored truck or similar), vehicle equipped with radio system (for example, an early T-34 should not have a radio, except for command vehicle, but a StuG III G should) or portable radio system.
- Armour Code
Not based on hitpoints if in any way possible! If features, like you recently discovered on the RF2 engine, like tracks being destroyed, are possible, they should be definitely added, as with turret being jammed, engine breaking and so on. So, if possible, the system shouldn't be based on hitpoints, but armour values!
What I thought would be cool, was, that when the tank would be hit, the crew would possibly be killed and the tank immobilised until being recovered by a recovery vehicle for repairs.
Selectable ammunition type a must, but with great delay when barrel not empty.
- Vehicle Control (realistic, speed up for faster gameplay ..)
-Realism all the way. Maybe the new command system would make tanks being controlled by two people easier? Or maybe not...
- Flight System (how realistic, if arcade, in what way?)
Pretty much as it is now, but with some added realism, as with planes having to land to rearm and some effects, like shaking when speed goes too fast.
Which leads me to my next idea: now, when it's possible, the planes should be able to reach realistic speeds. Also consider adding a throttle system similar to joysticks, where you don't have to choose between all or nothing.
- General Graphics (menues, general FH style...)
As unique as possible compared to BF2. World War 2 style tactical maps for commander and such. New effects badly needed for the first release.
Some sort of "shaking effect" when tanks are close to the infantry would be really cool.
- General Sounds
One of the most important parts of the game. Now with the engine no longer being a handicap, add a good directional sound, with long distance. You should be able to hear tanks from hundred meters away.
- Type of Maps (critisize current FH map - layouts, find better ones)
Non symmetrical yet balanced. Nordwind/Gold Beach/Foy style. Most of all, realistic.
- Weapon behaviour
IRONSIGHTS!, crosshairs should be removed for good.
Mostly realistic. One shot kill with large caliber weapons as with handgrenades and such. However, SMGs should not be as accurate as they currently are made up to be. A realistic sway would also be badly needed. Possibly add some sort of system, that makes the sway depend on stamina for example, meaning that if the soldier is exhausted from running, the weapon should have a bad sway, but laying down or sitting for some time would minimize it.
-Bullets should go through objects they would in real life.
As for tank ammunition, a fragmentation grenade should sweep clean a nice area on the open, while it would be ineffective against armored targets, of which an anti-tank round should be employed against. However, a hard metal core round against a low- or non-armored target would however just go right through it with hardly any damage, except for infantry in the vehicle. Against these vehicles, a HE- or fragmentation grenade would be most effective.
Von Mudras great idea for a map:
I think a fun map would be infy and Bren carrier and Hanomags, in desert. Just flat and rolling dunes, with the contested flag in the center having an arty battery facing east and west. Trenches all around, with mg posts everywhere. Maybe one or two AT guns for the apcs. Then, make both bases cappable, with them having a mortar battery each or 3 tubes, plus trenchs. Would be one hell of a fun infy map.
Weather Effects for Maps. I just downloaded the new version of the Opk mod for Bfv and they have some nice rain effects that mixed with the sound adds lots of atmosphere that is sadly lacking from Bf maps. The snow effects in FH are nice but dont have the same impact that rain does with the sound. Edit: Just thought of something. Not sure if this will be possible to implement but here goes. It would be great if flags on maps actually meant something, like there could be a mortar position with a flag next to it that both teams have to contest for and if one team takes over that flag their commander now has the opportunity to use the mortars aswell as the heavy arty which would be located in the main base.
Oldschool- The ablity for the commander or whoever is in charge to call in different types of artillary i.e. you can call in a shell from a Karl Mortar once, which would create one massive explosion, or you have the choice of calling in artillary from a different gun, which would bombard the area with several, but smaller explosions. Would add some nice variety.