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Realistic suggestions!

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Aniallator

Member
How will NCOs call in artillery? Will it work like RO2, where you spot a target with binoculars then call it in with a radio? Or something more realistic?
 

Aniallator

Member
There's a lot TW could take from PR, such a numbered squads (1st Squad, 2nd Squad, et cetera) and the medic system. The PR medic system puts a lot of emphasis on medics, and they're a much-used class. If TW could include medics in a similar way...
 

mmiedzianyy

Member
They could.. But red cross on the helmet is a great target for enemy. They can be equipped as a regular soldier and fight like them but medics on the battlefield are very precious and every squad/team should protect them for all costs. There is an idea in my mind if making them unarmed. Less equipment - smaller weight = more speed, longer sprint + ablility to move fast when crouching.
 

Aniallator

Member
Unarmed? I'm not sure that's a good idea. I think medics would be better with a knife and a pistol, or a bayonet and a rifle, the former being more realistic. I wouldn't worry about the red cross. If you can distinguish the cross, you can distinguish whether he's an enemy or not. It might make you a bit more visible if you're hiding. If you're wounded, the cross would be useful, allowing you to identify a friendly medic. Medics also put a great emphasis on teamwork, so having them would be fun and realistic. If TW can have the immense teamwork PR does... well, I can't describe how awesome it'd be... I hope the squad system is PR-like.
 
As I suggested earlier, whether medics are more visible or not (it should really be the former otherwise who will know who has the bandages?) there could be a trade-off: shoot a medic, lose points for a lack of humanity. Leave the medic alive and there's a chance he will treat all wounded equally (as happened 'realistically') so while the medic's team might get extra humanitarian points you might get some soldiers back in the fight (after some delay), or a bonus for extra reinforcements.

This might also add to a variety of types of points, or ways to evaluate players for medals or a ranking system as mentioned elsewhere, rather than just the usual 'team points' and 'personal points'. Any way to make different classes play differently is good in my book, as I hope none of us want to sacrifice playability on the altar of realism.

However, I'm sure the developers are able to take the overall view and see where the game has to represent aspects of reality rather than slavishly imitate it. Otherwise there's the significant danger of feeling very detached from one's character and finding tasks a chore...much like reality!
 

Aniallator

Member
I'm not so sure... I mean, what happens when you kill a medic that shot at you? And I'm not sure what stance the devs have on any form of points.
 
I'm not sure either! Perhaps it wouldn't count if the medic was the aggressor. I just want a system of scoring that takes into account rather more than many games do, and means all classes have special ways of getting rewarded. We can't have any system of bravery as there's no real sanction in the virtual world to admire others for overcoming. With today's engines and data-recording there is a myriad of ways to collect variables and translate them into individual scores based on individual events.

Perhaps wiser minds than I, with game-making experience can think up a way of making a team game with guns that doesn't involve scoring, but I can't! I'd like to hear ideas on that score. The friendly competition of comparing points is part of the fun in my opinion.
 

Telefonmast

New Member
The thing about medics would be that it would be OP. Medics could just Use morphine over and over again. How about somethi g like No health bar, but a system more like Deadly/Non-deadly shots. And 3 Non-deadly shots Kill you.

Another thing. For tanks, will a round penetration hurt the crew? Or will it just damage the vehicle.
 
A slightly disingenuous comment! If opiates were included, there would be a design decision about their balance. Using them over and over again would rather upset that balance, don't you think? The medic class as a concept is not 'overpowered'. It just needs a little imagination beyond "I have product A and will keep pressing that button at an injured person" which I think is not the sort of depth that's being aimed at here. ;)
 

Aniallator

Member
IMO suffering a light wound (can include barbed wire, falling, and shrapnel) should not trigger bleeding. However, anything more than light should, and the more severe the wound, the faster it should bleed. When you suffer a severe wound, your sight should fade in and out, all your speeds should be decreased, and you should have greater weapon recoil and sway.

Medics should carry bandages and morphine; bandages can be applied to stem bleeding (you won't lose any more health unless wounded again), morphine can be applied to subdue the effects of a severe wound for a few minutes.
 

Aniallator

Member
Hey, devs, here's a question; what sources of light will players have access to on night maps, such as Merville (and, perhaps, Pegasus bridge)? Whether you have something planned or not, here are my suggestions.

Flare guns
Flashlights
Headlights

NCOs should have a flare gun on night maps, the No. 2 Mk. V for the British and the M1928 for the Germans. All classes should have a flashlight on night maps, the TL-122-A for the British and a Daimon for the Germans. As for headlights, all vehicles with headlights should be able to turn them off/on, whether on day or night maps.
 

Aristle

Member
Interesting idea, but when would you wan't to use lights when trying to attack with the advantage of the night? Of course, it could be used as some kind of decoy, which could add a very cool mechanic.
 
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biohazard

Member
hello guys it would be nice if we will have in the game, you know to command your squad by hand just like in brothers in arms, l think its a good idea to (look more realistic) in battlefieldxD with, some nice voices command ''each'' team need to have their voice not to be like the other soldier the same, I hope he can be as I hoped.
 
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mmiedzianyy

Member
Man, you wrote this on a single gasp of air? Please use some punctuation, this will be very helpful :)
As for the idea you brought up, i thing with some modifications this could be a very interesting feature. Connection between two very good games like was BiA and BF2(i know, you didn't mention this) is very neat. Commanding the squad with a "circle" or simply pointing an order on the map would be fast and easy! The question is if it isn't to cassual for realism game. But, did we ever tell the definition of insa.. wait, realismmm?
 

Aniallator

Member
In other FPS', I use flare guns to illuminate dug-in enemies and send prearranged signals. I use flashlights in CQ, and I've used them to send flashing signals. Both 'gadgets' would be fun to use :)
 

Aniallator

Member
So far, all the screenshots we've seen show pleasant, sunny weather. Will some maps have cloudy, rainy weather? There was some rainy weather during the Normandy campaign, after all.
 

Aniallator

Member
For lack of recent news updates, I was sweeping the Internet for any TW screenshots that evaded me, and I came across these.

image.jpg

So I assume we'll have bandages, and thus a wounding system.

image.jpg

image.jpg

How will the differences between the 1924 and the 1943 be done in the game? Can we detach the head of the 1943 and use it as an AP mine, as was possible?

image.jpg

So the Brits'll have a QF Mk. III 25-pounder. Seeing as the Pak 40's an anti-tank gun, will the Germans get a proper field gun as well? Or just the Pak 40? The Pak 40 lacked smoke rounds, so giving the Germans a proper field gun would be great.

Whatever answers you have would be appreciated.
 

General Naga

Director/Founder
Pathfinder Games
These bring back old memories!

They are old though and things have changed a little in that time so I wouldn't put too much weight on them all being in OVERLORD. ;)
 
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