Al Basrah idea - random barricades
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Safekeeper
- Posts: 224
- Joined: 2007-09-23 19:24
Al Basrah idea - random barricades
This is another idea I've had floating around in my head for a while, for the FS mod, but I think it's better suited for PR (in part because I don't believe 2142 supports randomization as much as BF2, though I could be wrong).
OK, so PR supports random CP and weapon cache placement. So what I'm wondering is if you devs could make one or more generic barricades of sandbags, wrecks, random trash, barb wire or whatever, and put several possible spawn locations for them throughout the town. The barricade ObjectSpawners would be tied to the Insurgency spawn points so that the insurgency 'controlled' them, which in turn would mean that their icons would only be visible on the insurgency minimap. I'm picturing street-wide barricades here, though smaller ones blocking side roads and alleys would be cool, too.
If implemented, this would require the US to scout the town as they'd not know at the beginning of a round how the Insurgency had fortified the city. It'd also allow the Insurgency some clever tactics, such as luring US APCs into dead ends for then to surround and destroy them.
Whether barricades should be vulnerable to attack, and how, is up for devs to decide. EDIT: you could also implement some other stuff such as light machine guns embedded in the blockades, or barriacades that had openings in them that were big enough for small cars and bikes, but too narrow for APCs?
OK, so PR supports random CP and weapon cache placement. So what I'm wondering is if you devs could make one or more generic barricades of sandbags, wrecks, random trash, barb wire or whatever, and put several possible spawn locations for them throughout the town. The barricade ObjectSpawners would be tied to the Insurgency spawn points so that the insurgency 'controlled' them, which in turn would mean that their icons would only be visible on the insurgency minimap. I'm picturing street-wide barricades here, though smaller ones blocking side roads and alleys would be cool, too.
If implemented, this would require the US to scout the town as they'd not know at the beginning of a round how the Insurgency had fortified the city. It'd also allow the Insurgency some clever tactics, such as luring US APCs into dead ends for then to surround and destroy them.
Whether barricades should be vulnerable to attack, and how, is up for devs to decide. EDIT: you could also implement some other stuff such as light machine guns embedded in the blockades, or barriacades that had openings in them that were big enough for small cars and bikes, but too narrow for APCs?
Last edited by Safekeeper on 2009-04-28 14:03, edited 1 time in total.
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myles
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Re: Al Basrah idea - random barricades
ye pretty good
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lSurfer
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Re: Al Basrah idea - random barricades
+1
I like the idea.
I like the idea.
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motherdear
- Retired PR Developer
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Re: Al Basrah idea - random barricades
insurgents wouldn't use real barricades like barbwire and sandbags in real life unless it would be in a remote location like let's say the mountains of korengal, simply because they do not have fortified positions like a real military (hence the guerilla warfare style of fighting)

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
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gazzthompson
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Re: Al Basrah idea - random barricades
well , what about instead of sand bags and wire... more basic stuff like:
http://healingiraq.blogspot.com/uploade ... 760750.jpg
http://healingiraq.blogspot.com/uploade ... 760750.jpg
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JuniperM40
- Posts: 257
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Re: Al Basrah idea - random barricades
A slight twist....
Adding the ability for INS CELL-LEADERS to Deploy a "barricade" to thwart BluFor vehicles. (much like deploying a hideout, or how the BluFor can drop one near a FB)
- JM40.
Adding the ability for INS CELL-LEADERS to Deploy a "barricade" to thwart BluFor vehicles. (much like deploying a hideout, or how the BluFor can drop one near a FB)
- JM40.

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snooggums
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Re: Al Basrah idea - random barricades
Beat me to it. I will expand by saying I don't believe the placed items should be tied by distance to the hideout like BluFor items are. I also don't think any of the deployable items should be offensive like a machine gun, just physical barriers like piles of trash and broken vehicles.[R-CON]JuniperM40 wrote:A slight twist....
Adding the ability for INS CELL-LEADERS to Deploy a "barricade" to thwart BluFor vehicles. (much like deploying a hideout, or how the BluFor can drop one near a FB)
- JM40.
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Rudd
- Retired PR Developer
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Re: Al Basrah idea - random barricades
In terms of networkable objects isn't this like .75 which caused the servers to crash all the time?
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Jay
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Re: Al Basrah idea - random barricades
I thought that was entire cities made of destructible buildings; each consisting of like a minimum of 4 networkables?Dr2B Rudd wrote:In terms of networkable objects isn't this like .75 which caused the servers to crash all the time?
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Rudd
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Re: Al Basrah idea - random barricades
try blowing up the buildings in the main part of basrah then, you'll find they are as flimsy as al gore's nobel prize is deserved.
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fuzzhead
- Retired PR Developer
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Re: Al Basrah idea - random barricades
we do intend to have deployable barracades for insurgent faction in the future, unfortunately just have not had any proper ones made yet.
we'd rather have it under player control rather than mapper pre-determined (even if random).
we'd rather have it under player control rather than mapper pre-determined (even if random).
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gazzthompson
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LithiumFox
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Re: Al Basrah idea - random barricades
please, for the love of god, if the insurgents are not going to have "proper" razorwire and instead use makeshift barricades... (which, btw, should be at least remotely succeful at barricading because i doubt real soldiers would actually run right through even that small barricade posted earlier) please lift the Foward Outpost limitation, and make it more or less required that you have at least 4 of your squad members around you.....[R-DEV]fuzzhead wrote:we do intend to have deployable barracades for insurgent faction in the future, unfortunately just have not had any proper ones made yet.
we'd rather have it under player control rather than mapper pre-determined (even if random).
(Oh, btw, on the other side of the river int he northeast corner of the map)
Is there anyway we could make that space usefull? Like maybe boats for the brits or something like that? o.o seriously.. its so... wasted.... >< (unless a sniper is sitting there i guess)
[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
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Tim270
- PR:BF2 Developer
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Re: Al Basrah idea - random barricades
Makes sense, would give away cache positions pretty easy though if used all the time.
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Demonic
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Re: Al Basrah idea - random barricades
That's not even going to stop a bicycle. Let alone a hummer or APC.gazzthompson wrote:well , what about instead of sand bags and wire... more basic stuff like:
http://healingiraq.blogspot.com/uploade ... 760750.jpg
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gazzthompson
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Re: Al Basrah idea - random barricades
was just a example.....Demonic wrote:That's not even going to stop a bicycle. Let alone a hummer or APC.
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Rudd
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Tirak
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Re: Al Basrah idea - random barricades
God no. Ramiel would be so much better if they were just huge mounds of trash. Fire drags too much.Dr2B Rudd wrote:burning tires!![]()
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Tonnie
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Re: Al Basrah idea - random barricades
+1Tirak wrote:God no. Ramiel would be so much better if they were just huge mounds of trash. Fire drags too much.
You cant have to many particals running on one map as some ppl (Like me) run a low spec system and have trouble playing half the maps already...
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth


