Making non paved road inhabitable to run on.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Re: Making non paved road inhabitable to run on.

Post by ReaperMAC »

snooggums wrote:You can set 10 mines now and will be able to set 30 in the next patch.

*assuming you are an insurgent that is.
30 mines as conventional forces. 20 proximity IEDs (aka the mines that Insurgents use).
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Making non paved road inhabitable to run on.

Post by Rudd »

Guys, its not a stupid suggestion this guy is bringing forward.

For APCs, and other all terrain vehicles etc, sure forcing them on to roads is just plain dumb

But for Trucks...trucks are not really designed for offroading are they?
If you put your IED where they could just go on desert and avoid it, your doing something really wrong. Something REALLY wrong. Go read the tactics forums on IED placement.
He's only doing it wrong atm cuz the gameplay is that way. But should it?

It doesn't really matter on maps like fallujah where its more forced paths of movement, but basrah has alot of village roads etc, which are quite simply...different coloured bits of sand.

In future maps it might not be a bad idea to have terrain that will throw vehicles about a bit, forcing them to stop to engage targets rather than keep moving, and slow down slightly.

This ofc wouldn't affect the city.

The kind of terrain I'm talking about is featured on Korengal, see the fields. They are not smooth.

I'm not saying its a good idea, I'm not saying its will result in good gameplay. I'm saying that the suggestion is NOT STUPID. Its worth discussing. So stop beating down on him.
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Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Making non paved road inhabitable to run on.

Post by Tartantyco »

Cheditor wrote:Also it is a game so logistic and getting to places easier isnt really a huge issue.
*SLAP*

-Shame on you. Shaaaaaaaaaaaame on you...

Dr2B Rudd wrote:Guys, its not a stupid suggestion this guy is bringing forward.
-Indeed, but it's a resuggestion and about the only ways to do something like this would be to make off-road terrain rugged and trucks with paper health or maybe some crazy changes to truck handling or something else. Another issue as well is the fact that supplies may be(and most often are) required somewhere far away from the road and without any other way of transporting supplies to that area(I have an idea about this but that's for another thread) something like this would seriously impede gameplay.
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Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: Making non paved road inhabitable to run on.

Post by Cheditor »

Tartantyco what i mean to say is that in real life you need to follow roads to keep the vehicle safe, to get places faster and it follows supply routes and another load of logistic problems. But in PR we dont have a battle plan set by generals etc we just make our own way around, we choose the best way in our head. When i was thinking at the time i thought that would explain it but re-reading it i can see i made no sense to my point what so ever.
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richyrich55
Posts: 332
Joined: 2007-07-18 16:04

Re: Making non paved road inhabitable to run on.

Post by richyrich55 »

Cheditor wrote:And this is that IED video
YouTube - Massive IED explosion

That's a f**king VBIED (aka Truck Bomb) genius. Not an IED.

Used warned for attitude problem.
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Last edited by Desertfox on 2009-05-24 07:38, edited 1 time in total.
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Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: Making non paved road inhabitable to run on.

Post by Human_001 »

[R-COM]Tartantyco wrote:
-Indeed, but it's a resuggestion and about the only ways to do something like this would be to make off-road terrain rugged and trucks with paper health or maybe some crazy changes to truck handling or something else. Another issue as well is the fact that supplies may be(and most often are) required somewhere far away from the road and without any other way of transporting supplies to that area(I have an idea about this but that's for another thread) something like this would seriously impede gameplay.
But that's the exact effect that should occur. "Supply Truck ambush" (Insurgent), or "Cutting off enemy supply" (Conventional Military). Very realistic.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: Making non paved road inhabitable to run on.

Post by ChiefRyza »

We play an open world game, why would we want to be confined to roads? And your suggestion also would single-handedly ruin the entire logistic and firebase system in PR. We would never be able to make a firebase anywhere but close to a road, which is just plain stupid.


Current project: Operation Tempest
Fess|3-5|
Posts: 117
Joined: 2007-03-04 08:27

Re: Making non paved road inhabitable to run on.

Post by Fess|3-5| »



Military Vehicles go offroad.


Military Vehicles go fast offroad.
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Making non paved road inhabitable to run on.

Post by hiberNative »

this is a game and people are expecting IEDs and insurgents which kinda kills some of the surprise factor. try to improvise.
place the IED at choke points.
place an obvious mine and have them drive into your IED while avoiding said mine.
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