AA5 Discussion Thread (Renamed)
No one will agree with what would work, but for fun, let's build what the few of us remaining here would want in what we believe would be the most awesome version of AA5. It may never happen, but we can dream.
I'll just throw out some of my thoughts.
I'll just throw out some of my thoughts.
- Engine - UE4, nothing more to be said
- Gunplay - Similar to AAPG. I think AAPG actually does a way better job than a lot of games. Gun play is actually fairly challenging especially for a game that doesn't have CS style recoil patterns. I can compare AAPG gun play to PUBG and I think AAPG is more difficult. If I were to change anything it would be the sway/hold breath type patterns. Go back to how AA2 was with the predictable and harsh breathing pattern. Sniping was very challenging with that type of setup. Only the best players could snipe without being at least crouched if not prone and supported.
- Gunplay/Ballistics - PUBG has them in UE4, so it's certainly possible. I know AA maps are typically not not huge, but outdoor maps would benefit from it.
- Movement - More fluid than AAPG. Player movement shouldn't feel sluggish at all. Obviously we need to keep it in the realm of reality, but the best players typically have an amazing ability to control their character in ways that your lesser players cannot. Restricting movement only leads to restricting the skill curve.
- Squads - 13 v 13. Two fire teams (4+4), 1 squad leader (1), Sniper + Spotter (rifleman) + 2 more riflemen (or an additional sniper pairing) or a 3rd squad depending on the map= 13
- Squads (Cont.) - Game starts with 1 Fireteam. When player #5 joins, Fireteam 2 + Squad leader open up. Depending on the map, the sniper/spotter can open up before the two fireteams are filled. Indoor and CQB maps should have just an extra squad rifleman rather than a sniper.
- Maps - Start with the best AA maps. AAO/2: McKenna, Pipeline, Urban Assault, Insurgent Camp, Dusk, Radio Tower, Weapons Cache, Weapons Cache SE, CSAR. AA3 - Impact, Alley, Ranch. AAPG - ?? Three Kings & Downtown with a non-training look maybe? Maybe not all of them, but whatever actually works and plays well. Once these maps have made it into the game, start creating brand new maps.
- Maps (Cont.) - No BDX or FLO. All server sizes play all maps. Maps should either be small enough to play with a small server or if not, they should be dynamic and cut parts of the map off when the server sizes are limited.
- Maps (Cont. 2) To make things more unique, each map should have specialized gear that assault/defense can use that's tailored to the map.
- Maps (Cont. 3) All maps should have a story and an Army division tailored to that map. Additionally, if that division uses unique weaponry, it should be included. If that division does not use certain types of weaponry or attachments, they should be excluded.
- Medical - No medics. When a player bleeds, they receive bleed damage (like now). A player can bandage himself, once he does so the bleeding speed reduces greatly and the max bleed damage decreases. Once bandaged, max bleed damage over time is the lesser of bleed damage incurred or 1 hp (player cannot die if they bandage themselves). A teammate can heal the player to stop bleeding.
- Downed players - All players can stabilize critically injured, but not dead teammates. These players cannot return to the battle.
- Team play points - By performing team play actions, teams can accumulate team points. Examples of these may be stabilizing downed teammates, securing downed enemies, healing teammates (friendly fire reduces team points to prevent abuse), securing objectives. These points can be used later in the game to activate squad perks.
- Squad perks - Not meant to make the team super human. Activates through the use of squad points, they could be something like helicopter support, humvee or tank support, maybe a controllable drone to spy on the enemy's positions. or some other interesting gadgets. They would be controlled by the squad leader. If one is not available, then the first team fire team leader. If he's not available then second team fire team leader and down the line. These perks can greatly change the course of a round, so a team that builds them up throughout the course of the game can possible turn the tide of the game.
- Weapons - US Army standard + NATO standard. AA has always suffered from a kind of weak loadout. Instead, let's add in US equivalents from our NATO allies. This would add in some variety. Bring back M320 depending on the map. Same goes for rocket launchers and things of that nature. All map specific.
- Attachments - As much as exists should be there. Suppressor, M320, bipods, etc. In order to not make players just pimp out their gun, the amount of attachments should be restricted. Players should have to choose only a couple attachments that fit their play style. Each attachment should have pros and cons.
- General Load outs - I kind of liked the AA3 ability of choosing a light/medium/heavy loadout. Let players choose their armor type, quantity of ammo, quantity of grenades. Light/medium/heavy, the rest is chosen for you. Load outs can affect your running speed, how quickly you die, etc. Load out should also vary by map and fit into the general story of the map. For example, no grenades a map because the fear of blowing up volatile explosives in the area.
- Training - Training should follow you as a player from basic training through special forces like the original. Players should experience different types of roles/divisions within the Army and be educated on them. Medic training and weapon specialization training are also important. A player can jump into the game with a standard M16/M4 loadout, but cannot use other weapons or attachments without completing training.
- Round times - Somewhere around 4 minute rounds I would say should be the standard. Even the old AAO maps could be completed in that amount of time as long as people weren't sitting around doing nothing for 5 minutes.
- Ranking System - Use real life ranks. Honor can also be included as a basis for when you reach each new rank. A progression system would be nice. Not sure what it would be tied to.
- Admin tools - well built, user friendly, lots of options
- Tournament mode - Need not be too fancy, but just look at other games or even AA2. Give the competitive community a built in tournament mode from day one and you have less problems.
- Demorec - See above. Having a tournament mode and demorec on day 1 would help prevent having a competitive player revolt early on in the game's life
- Customization - Allow for lots of it. If you want to get fancy, tie it to special forces.
- Netcode - Needs to be really good. PUBG is an example of how a game can rise and then fall hard due to its awful netcode.
- Funding - Is there any way there can get more funds for development? Outsourcing to a 3rd party to allow charging for the game? Donations? Honor server charges? Whatever it is, the development would need more money!
- Linux Version - UE4 supposedly makes this easier with Vulkan API support.
You joined the world's greatest army to become a graphic artist? Outstanding!