@invader: Agree with you, smoke is useless, tce need more powerful smoke.
"grapplin" is (i don't know exactly the english name) :
grapple with string/wire/rope.
function : abseiling down, rappeling down, climb
About the "spending points".
Ok, it's more simple with coroner version :
No cost point for weapons, just spent 1 point into 1 ability, max 3.
My ideas are more "roleplaying game" like, with adapted costs, and everything have cost (weapons, ability, nades, others stuffs).
WIth a costing system, a same object can be different with differents costs.
Example :
- TCE smoke : 1 point
- CQB enhanced smoke : 2 points (biggest area, spread more quickly, more intense)
- CQB total dark smoke : 3 points (biggest area, spread when touch ground and very quickly, smoke for more long time, very intense can't see into)
About heat detector : so ok, if it's too powerful, it become like legal maphack. But maybe, it could work only behind doors or thin walls or vegetation.
Also, why not a movement detector ? just show on radar map enemys in a radius ?
And the "snaking camera", etc...
I just want to show in evidence that there is a lot of stuff used by modern commandos and counter-terrorists units. It would be very nice to see it in TCE and participate for a better imersion in the game.
ABOUT body Armor, look at this :
http://en.wikipedia.org/wiki/Ballistic_vest
Quote:
Armor Level / Protection
Type I
(.22 LR; .380 ACP)
This armor would protect against 2.6 g (40 gr) .22 Long Rifle Lead Round Nose (LR LRN) bullets at a velocity of 329 m/s (1080 ft/s ± 30 ft/s) and 6.2 g (95 gr) .380 ACP Full Metal Jacketed Round Nose (FMJ RN) bullets at a velocity of 322 m/s (1055 ft/s ± 30 ft/s). It is no longer part of the standard.
Type IIA
(9 mm; .40 S&W)
New armor protects against 8 g (124 gr) 9x19mm Parabellum Full Metal Jacketed Round Nose (FMJ RN) bullets at a velocity of 373 m/s ± 9.1 m/s (1225 ft/s ± 30 ft/s) and 11.7 g (180 gr) .40 S&W Full Metal Jacketed (FMJ) bullets at a velocity of 352 m/s ± 9.1 m/s (1155 ft/s ± 30 ft/s). Conditioned armor protects against 8 g (124 gr) 9 mm FMJ RN bullets at a velocity of 355 m/s ± 9.1 m/s (1165 ft/s ± 30 ft/s) and 11.7 g (180 gr) .40 S&W FMJ bullets at a velocity of 325 m/s ± 9.1 m/s (1065 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Type I].
Type II
(9 mm; .357 Magnum)
New armor protects against 8 g (124 gr) 9 mm FMJ RN bullets at a velocity of 398 m/s ± 9.1 m/s (1305 ft/s ± 30 ft/s) and 10.2 g (158 gr) .357 Magnum Jacketed Soft Point bullets at a velocity of 436 m/s ± 9.1 m/s (1430 ft/s ± 30 ft/s). Conditioned armor protects against 8 g (124 gr) 9 mm FMJ RN bullets at a velocity of 379 m/s ±9.1 m/s (1245 ft/s ± 30 ft/s) and 10.2 g (158 gr) .357 Magnum Jacketed Soft Point bullets at a velocity of 408 m/s ±9.1 m/s (1340 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Types I and IIA].
Type IIIA
(.357 SIG; .44 Magnum)
New armor protects against 8.1 g (125 gr) .357 SIG FMJ Flat Nose (FN) bullets at a velocity of 448 m/s ± 9.1 m/s (1470 ft/s ± 30 ft/s) and 15.6 g (240 gr) .44 Magnum Semi Jacketed Hollow Point (SJHP) bullets at a velocity of 436 m/s (1430 ft/s ± 30 ft/s). Conditioned armor protects against 8.1 g (125 gr) .357 SIG FMJ Flat Nose (FN) bullets at a velocity of 430 m/s ± 9.1 m/s (1410 ft/s ± 30 ft/s) and 15.6 g (240 gr) .44 Magnum Semi Jacketed Hollow Point (SJHP) bullets at a velocity of 408 m/s ± 9.1 m/s (1340 ft/s ± 30 ft/s). It also provides protection against most handgun threats, as well as the threats mentioned in [Types I, IIA, and II].
Type III
(Rifles)
Conditioned armor protects against 9.6 g (148 gr) 7.62x51mm NATO M80 ball bullets at a velocity of 847 m/s ± 9.1 m/s (2780 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Types I, IIA, II, and IIIA].
Type IV
(Armor Piercing Rifle)
Conditioned armor protects against 10.8 g (166 gr) .30-06 Springfield M2 armor piercing (AP) bullets at a velocity of 878 m/s ± 9.1 m/s (2880 ft/s ± 30 ft/s). It also provides at least single hit protection against the threats mentioned in [Types I, IIA, II, IIIA, and
Gign, raid, swat, etc.. can use type IV sometime. I'v read somewhere these units wear very heavy stuff.
There is more things to read here :
http://en.wikipedia.org/wiki/Interceptor_body_armor
http://en.wikipedia.org/wiki/Modular_Tactical_Vest
For me, body armor choice should be as important than weapons choice, and should be forefront equipment in TCE.