Closed hanibalv2 closed 6 years ago
Idea: increase soldier income by factor x to make him responsible for buying vehicles e.g.
so maybe a vehicle commander? Can buy vehilces for e.g half the price, but can only carry short weapons like pistols, because he is not an infantryman.
I start to define the classes. Here is the current layout .
Every class has Perks with defines his abilities (current only items, crewman can enter and drive heavy vehicles). And there are side specific perks eg Uniforms.
PDW= "Personal defense weapons" UGW= "Unterlauf Gewehr Waffen"
Which class should carry around the DISMANTLED_WEAPON_BACKPACKs ? I dont want to create to many special classes. I also think that the spotter, drone Operator and Engineer should be pushed together.
Any opinions on that so far?
"RADIO_OPERATOR" Equipment = ["BASE","PDW","RIFLEMAN"]
WEST :{["UNIFORM_BLUFOR", "RADIO_LARGE_BLUFOR","RADIO_SMALL_BLUFOR"]}
EAST :{["UNIFORM_OPFOR", "RADIO_LARGE_OPFOR","RADIO_SMALL_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT", "RADIO_LARGE_INDEPENDENT","RADIO_SMALL_INDEPENDENT"] }
"MEDIC" Equipment = ["BASE","PDW","RIFLEMAN","MEDIC","BACKPACK"]
WEST :{["UNIFORM_BLUFOR"]}
EAST :{["UNIFORM_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT"]}
"ANTI_TANK_AIR" Equipment =["BASE","PDW","ANTI_AIR","ANTI_TANK","BACKPACK"]
WEST :{["UNIFORM_BLUFOR"]}
EAST :{["UNIFORM_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT"]}
"SNIPER" Equipment =["BASE","MARKSMAN","SNIPER"]
WEST :{["UNIFORM_BLUFOR"]}
EAST :{["UNIFORM_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT"]}
"SPOTTER" Equipment =["BASE","PDW","SPOTTER_EQUIPMENT"]
WEST :{["UNIFORM_BLUFOR"]}
EAST :{["UNIFORM_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT"]}
"MACHIENE_GUNNER" Equipment =["BASE","LMG","BACKPACK"]
WEST :{["UNIFORM_BLUFOR"]}
EAST :{["UNIFORM_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT"]}
"SOLDIER" Equipment =["BASE","RIFLEMAN","BACKPACK"]
WEST :{["UNIFORM_BLUFOR"]}
EAST :{["UNIFORM_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT"]}
"CREWMAN" Equipment =["BASE","PDW","CREWMAN","DISMANTLED_WEAPON_BACKPACK","MINES"]
WEST :{["UNIFORM_BLUFOR"]}
EAST :{["UNIFORM_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT"]}
"GRENADIER" Equipment =["BASE","RIFLEMAN","UGL","BACKPACK","MINES"]
WEST :{["UNIFORM_BLUFOR"]}
EAST :{["UNIFORM_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT"]}
"DRONE_OPERATOR" Equipment =["BASE","PDW"]
WEST :{["UNIFORM_BLUFOR", "UAV_BLUFOR"]}
EAST :{["UNIFORM_OPFOR", "UAV_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT", "UAV_INDEPENDENT"]}
"ENGINEER" Equipment =["BASE","PDW","BACKPACK","MINES","REPAIR_SIMPLE","REPAIR_ADVANCED"]
WEST :{["UNIFORM_BLUFOR"]}
EAST :{["UNIFORM_OPFOR"]}
GUER :{["UNIFORM_INDEPENDENT"]}
I think Engineer, Spotter and UAV Operator should have the Rifleman perk. Also all classes containing Rifleman should contain PDW. But despite this, it looks great!
As RHS has some problems ATM concerning aircrafts and open vehicles, we may switch back to vanilla + ace + tfar. Therefore the following items still need to be added:
What kind of ACE3 Magazines we definitive need beside #27
As the arsenal seems to be working now, besides #30 and #26 i consider this closed.
According to the current status, the following game adjustments are made for the output of the weapons.
1.) Each zone provides a pool of weapons.
2.) As always equippmend will be availabe via the arsenal. The save and load function is available again.