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RuneFire

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About RuneFire

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    On the Coast
  1. Hey guys Topic is pretty simple and straightforward :) How do I force a destroyed heli to respawn upon server restart on my private server? Thx
  2. RuneFire

    Is DMR always a 2 shot kill?

    players have 12k health; DMR does 8k damage. back to school for you.
  3. RuneFire

    So The Rumors Are True...

    and then you can troll those threads too, to enlarge your e-penis postcount! good luck!
  4. RuneFire

    People who murder bandits =/= heroes

    awww somebody mad cos a hero killed him?
  5. neither does being able to sprint for 50km straight. some things are there for realism, some things are there for balancing/fun. if a game was 100% abotu realism and ignored "fun" factors, what kind of boring game would that be? oh wait... ARMA2.
  6. imho, you should get +humanity points for the amount -humanity points the other person has. let's say you have 0 humanity. you kill a bandit with -1000 points... you should get +1000 (or something similar). you kill a hero with +1000 points... you should get -1000 points (or something similar). that will automatically make people learn that actions = consequences. massive -humanity = lottery target on your ass
  7. classes is a good idea, but it should be chosen or something. you must BUILD the class in-game. like a "career path" of sorts. that'll keep people from masters of all trades, you have to choose which equipment you want to lug along. bit silly to carry a shovel, toolbox, axe, weapons, medic kits, etc at the same time. weight-based inventory would be cool too. more stuff you carry... the slower you move and quicker you need water/food. example, scout sniper would need almo no backback (ghillie suit), hence only an extreme basic/minor loadout and no body armor.... otherwise he'll get thrsty/hungry too quickly and make too much noise (heavy). example, engineer has massive loadout... but doesnt usually go outside without a huge escort (very valuable). maybe just a sidearm to save space/weight. also silly to carry engine parts around, you'll NEED a car or pickup truck to transport it. can then move multiple parts at the same time. ability to build fortifications/components out of raw material. would make an engineer career choice very valuable. maybe have guides/manual lying around in hardware stores or military camps... on how to build "X fortification", or "Y barricade". plans can be traded/swapped. barricades/fortifications added to cars?
  8. penalty system for killing innocents; reward system for killing bandits (higher his kill count, the bigger the reward). different types of servers: regular = no perma death (respawn) ; crosshairs, etc. - weaker item spawns hardcore = perma death, no crosshairs, etc - stronger item spawns character saved on server, keeps HC people from mowing down the newbies in regular, and prevents server hopping/farming/ghosting. you know he's stuck in the tower, plant a claymore in it for later. make sniping incredibly complicated, as it should be: bullet drop, wind, etc. scope glint maybe, like battlefield3. dont get me wrong, i love sniping. but i despise the average noob being able to. accessories: suppressors by calibre and grade. example: high grade sniper suppressor.... doesnt overheat too fast, vs cheapy suppressor. types of optics (nightvision, thermal, etc), with respective rock/pape/scissors handicaps to keep it balanced (range and quality limitations) ; booby traps, claymores, landmines, IED's; more populated cities... why would supermarket and store inventories be completely empty? getting past the 100's of Z's is the challenge in the first place. very few people would manage, to stores should be pretty much stocked, in shambles though. like raiding a police office, hospital, armories, etc. the prize should be there. different types/classes of zombies. like JR Bourne's books.... the average zombie is shambling and can even jog a bit... pick up momentum en masse, but irradiated/nuked zombies have slight intelligence... a leader of sorts. can actually engage you, run and flank. both... ONLY HEADSHOTS KILL! keep to the proper mythos of zombies. hit legs will make it crawl; chest will knock it over; head will kill. bite = infection, lose blood even faster. abundance of vehicles. why would 99% of vehicles be broken?! out of fuel, yes. dead battery, yes. why broken/scarce? just find the nearest car park (full of zombies), have your team secure the entrances, and your mechanic repair/refuel one of the dozens of vehicles there. anybody must be able to find a cessna or helo, they should be easy to FIND .... at airports or military camps, duhh. GETTING them must be difficult and require teamwork. equip/carry TWO primary weapons. one for each shoulder. for example: MP5SD and proper rifle. none of that backpack switching BS. making the game too technical regarding medical/toolbox stuff..... will make it exactly that. too technical and complicated, all these features will have to be coded additionally.... more dev time, more money. K.I.S.S. rather specialize.... medic OR technical, with individual tech trees / modules. carrying around a hatchet + toolbox + spade + + + + is silly, imho. have people specialize instead.
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