Three things that will make realistic suppression possible: Longer ranges, much more ammo available to the player, and rudimentary bullet penetration.
The maps essentially make the style of play on them. A map with long ranges, lots of natural cover, and no real 'set' paths will be a map that players will tend to behave carefully on. Do not forbid the player from being able to run out in the middle of the street shooting wildly, but instead make it so that he is an easy shot.
Etc...
Thanks great answer
I agree on all points. And I wish to implement them all if possible...
However, hehe, I would still like to add a reward for those who moves within communication range of teammates and NCO.
If I was to remove the decrease suppresion from this..
Atleast I think you should not be able to see the map unless close to the NCO.
I think the NCO also should be able to see team tags on all within comm range, so he can effectivly give out orders (as in real life he would know his men that well)
--------------------------------------------
As for suppressionfire.. yes offcourse the effect ends once suppression is finished..
The magnitude and duration of suppression is determined by:
a) Accuracy of incomming fire
b) Volume of incomming fire
c) (the angle of incomming fire) Option
Very accurate and dense fire, results in heavy suppression effect.
As an option I would like to have heavier suppresion effect if the fire is comming outside the players FOV.
I've been thinking not to add too much blur over the whole screen, but instead impement the blur in Brothers in arms..
This gives a "visual" feeling of the direction and volume (which you would actually feel because of the pressure created by the bullet.
Also I'd like to have increased heart/breath rate in which influence the aim.. as well as abit of shaking to simulate an instinctive wish to evade the incomming bullets.
-----------------------------------------------------
As for maps, I wish to create ALOT of natural cover as you say.
Actually I tried out Armed assult here, and I found it quite boring because of the lack of cover.... Been waiting 5 years for it..
--------------------------------------------
To have common objectives is one way of gathering people.
But I have to say that I dont really like fixed objectives (or cap zones)
as it tends to create fixed choke points and predicable cover.
Instead Id like to have "Limited Class respawns" and "limited vehicle spawns". IE maximum 15 MG class spawns... if they run out you will have to select a more common class.
This means that the battle may take place anywhere on the map and last untill the enemy or you no longer have any equpment or manpower left to reinforce.
The fight should be to to gain the most strategical position and hold it as long as possible. - This to ensure minimal losses as your team controls the battlefield...
The map would be quite large, much like Berezina, but without any capzones... There will be some strategical with superiour cover towards certain angles.. but wounderable from the flanks etc.
If its done right I hope to see a really dynamic battle moving around on the battlefield where the teams are continuosly striving to gain the best position... Much like seen In BIA.
What do you think about this?
----------------------------
And as said, I like everyone of your ideas...
Except the one about SMG's...
I think the SMG should have good suppression at close range, but because of bulletdropp etc should decrease drasticly propotional with range.