Keys for insurgents

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myles
Posts: 1614
Joined: 2008-11-09 14:34

Keys for insurgents

Post by myles »

Somtimes it can be very frustrating to spawn on a cache where there is a breachable door that is locked and the only other escape route is a cramped window where if you jump out you break your leg. Now the only way for your team to open that door is to shoot it open is with shotgun. Shotting it with a shotgun is very loud and most of all it is very unrealistic IRL insurgents wouldint just shoot doors to get out of buldings they would use a key. The keys should be in the cell leader kit (as SLs dont see a need for this kit when) and civis. The keys would be slectble in the scroll down screen and the doors would be able to open and close them so coalitoin forces wouldint be so fishy when doors are open to a buliding that the cache would be there.
Last edited by myles on 2009-04-23 20:45, edited 1 time in total.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Keys for insurgents

Post by LithiumFox »

would be very useful...

Or make it so only Insurgents can open the doors (the E key like seen on Operation Ghost Train)

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[wow]titan
Posts: 143
Joined: 2009-04-19 19:38

Re: Keys for insurgents

Post by [wow]titan »

LithiumFox wrote:would be very useful...

Or make it so only Insurgents can open the doors (the E key like seen on Operation Ghost Train)
yea, if it possible make them triggerable for insurgents and breachable for BLUFOR
CyrusPI
Posts: 216
Joined: 2009-03-28 17:49

Re: Keys for insurgents

Post by CyrusPI »

It's impossible to have a triggerable door also be destructable. Rhino says it himself in this tutorial at the very end. Also, if it were a triggerable, the USMC could simply open the door because triggerables don't discriminate between teams.

". . . afew little notes thou:

* cant have "distructible trigger ables", so you cant have for example a door that can be destroyed, but also opened via a trigger able."

https://www.realitymod.com/forum/f189-m ... ables.html
===
For the moment, let's say those shotgun-toting bad boys just like doing things the hardcore way. Forget keys, blow down the thing with my gun! :mrgreen: And oddly enough, the Insurgents close doors with shovels. :|
===
Now, you could give the Officer a key, but it won't function exactly like one. It's a metaphor, as the game can't simulate opening doors regularly.

Let's say a key model was made, and a key weapon having similar properties to the breaching shotgun were given to it. Instead of a loud blast, it'd be a quieter metal sound. "Attack" the door knob/gate lock with this key. The door will open.

Voila! A much quieter way to get the door open. And the shovel, again, could close it, serving as another metaphor, albeit more wacky.

Now, would one Insurgent, be it an Officer or collaborator have a key that could open every door and gate lock? Are locks that simple to open with one skeleton key? We could pretend the Insurgents stole the keys from the building's owners. But a key to every door and gate lock in the city is a little quirky.

There's also the problem of these keys breaking down those destructable fences. That would be super weird to see. Unless the devs have the power to adjust what breaks what, Officers/civis could take advantage of this loophole.

"Observe, my friends, as I use this magical key to break down this metal corrugated fence!"

"Ooh!" - However, you must admit, that'd be good for laughs.

All in all, it's technically possible. I wouldn't mind seeing it either. Today, the cache hunters could just hear the blast sound, go to investigate and discover the cache. Another way to open them would be nice, to provide freedom of movement for the Insurgents to set up. :)
Last edited by CyrusPI on 2009-04-23 21:10, edited 7 times in total.
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Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Keys for insurgents

Post by Rissien »

If you shoot the door open to get out, just use a shovel to close it back up.
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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Keys for insurgents

Post by nick20404 »

How about making the knife able to open doors after a certain amount of hits (5-10) This could simulate kicking down a door as I don't think Insurgent have many breaching shotguns irl.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Keys for insurgents

Post by CodeRedFox »

The original talk the Dev's had about this is that insurgents should'nt be able to just walk into anyone house. Now this is fine until a mapper puts caches in a house that might be hard to get into.

Maybe in the future we can come up with something different but for now all doors are to be thought of as locked by the resedents and requires teamwork to get in. I know its not the best solution but its what we have now.

Feel free to keep discussion it.
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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Keys for insurgents

Post by LithiumFox »

[R-DEV]CodeRedFox wrote:The original talk the Dev's had about this is that insurgents should'nt be able to just walk into anyone house. Now this is fine until a mapper puts caches in a house that might be hard to get into.

Maybe in the future we can come up with something different but for now all doors are to be thought of as locked by the resedents and requires teamwork to get in. I know its not the best solution but its what we have now.

Feel free to keep discussion it.

As far as this is, a locked door with a cache in it could be useful..

hell if the BF2 engine could handle it, i'd say "Lets push bookshelves in front of it too!!"


=D

A door is a great defensive tool, until someone gets stuck behind it..

Also, if we can get vehicles to be team-descriminate, why can't we get triggerables?

... I mean, i know Rhino said it...

but a lot of stuff has been said and reversed... :mrgreen:

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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Keys for insurgents

Post by CodeRedFox »

The difference between a static/destroyable place object and a triggered door is about 6 long steps. its not worth the time to create a triggered door when a easy destroyable can take its place.

Jump into mapping one day and you will see the difficulties :-D
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Keys for insurgents

Post by Arnoldio »

Since bridges are destructible and repairable, it could be the same for the doors (only REDFOR). You have a key to open the door, same thing, its like a gun, shoots invisible bullet, wich destroys the door (you have to be close, as with shotgun), and 2 seconds of repairtime would close it back (only for redfor).

10 mins of work for the "omg make it yourself! devs have fastropes to do!" guys around here.

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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Keys for insurgents

Post by CodeRedFox »

Technical that would work the bullet the shotgun gets would have to be the same bullet the key gets.

Now that its out of the way it comes down to, should insurgents/Taliban have keys to all the doors in the city ;-)
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"apcs, like dogs can't look up" - Dr2B Rudd
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Keys for insurgents

Post by Arnoldio »

Yeah..the same bullet, the problem would be key TKing XD , wich happens with the restrainer allready and it's more obvious then just a key.

Lolz whats the key for? *lmb* omg wth how could I TK you??

They'd have keys for the houses caches are in, civilian would have all maybe? Sollution for this could be making 2 different damage models for the same door model, so the weak ones (for caches) can be opened by both versions of keys and the shotgun. Other , the strong doors for random houses and compounds can be opened only with shotgun or civilian key.

SO you need a key wich has enough power to blast the weak door, but not enough to get the strong ones, a key wich is the same strenght as the shotgun and the shotgun itself ofcourse.
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