make hidouts blend in
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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
make hidouts blend in
as we all know hidouts stick out like a sore thumb my way of thinking to combat this is
let the SL pick from a few different looks of hidout thats more fitting to a map that may not be so easy to notice heres a few things that would look less noticeable
rocks not the small kind ofc but the large bolder like ones for desert terrain.
Boxes you know the brown type wich are found on most urben maps.
cars the undrivable static ones agian on most insurgant maps.
i think it would add more a sense of awereness of your suroundings imagen being a bluefor grunt walking down a street than thinking was that car allways placed there?
or being so paranoid you try to blow up normal static objects thinking its a possable hidout
i also think that it would bring back the whole insugants could come from anywere aspect that is missing at the moment and has the plus of being real simple to impliment in game.
what do you think?
let the SL pick from a few different looks of hidout thats more fitting to a map that may not be so easy to notice heres a few things that would look less noticeable
rocks not the small kind ofc but the large bolder like ones for desert terrain.
Boxes you know the brown type wich are found on most urben maps.
cars the undrivable static ones agian on most insurgant maps.
i think it would add more a sense of awereness of your suroundings imagen being a bluefor grunt walking down a street than thinking was that car allways placed there?
or being so paranoid you try to blow up normal static objects thinking its a possable hidout
i also think that it would bring back the whole insugants could come from anywere aspect that is missing at the moment and has the plus of being real simple to impliment in game.
what do you think?
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Su34
- Posts: 97
- Joined: 2007-03-02 14:05
Re: make hidouts blend in
Not sure if this is easy to implement, but the idea as such is great.
It makes life harder for BLUEFOR, which could be balanced however...
It makes life harder for BLUEFOR, which could be balanced however...
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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: make hidouts blend in
LOL
Sorry I just imagined INS pouring out of a car irl. This is a great suggestion though. especially for maps like Korengal where hideouts stick out like a sore thumb. The car idea is good, but just doesn't seem that realistic, even if it was a metaphor
Though I would love to see a car on a roof....
Sorry I just imagined INS pouring out of a car irl. This is a great suggestion though. especially for maps like Korengal where hideouts stick out like a sore thumb. The car idea is good, but just doesn't seem that realistic, even if it was a metaphor
Though I would love to see a car on a roof....
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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
Re: make hidouts blend in
ppl pouring out of a tent thingy aint so realistick either 
o and we had spawn cars once drivable spawn cars it was funny dont want those back tho
o and we had spawn cars once drivable spawn cars it was funny dont want those back tho
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badmojo420
- Posts: 2849
- Joined: 2008-08-23 00:12
Re: make hidouts blend in
The tent thingy we use now is supposed to be the entrance to a tunnel system.
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Re: make hidouts blend in
It's an interesting idea, to say the least. I like it.
M.
M.

Former [DM] captain.
The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
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driver-ch-driver
- Posts: 820
- Joined: 2008-06-15 17:00
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Mongolian_dude
- Retired PR Developer
- Posts: 6088
- Joined: 2006-10-22 22:24
Re: make hidouts blend in
I dont think it would be impossible to use. Im certain at least a choice of two different appearances could be available to cell leaders, much in the same way a Conventional squad leader can chose to place razorwire/sandbags.
One choice could be the current hideout, but covered in foliage to to blend into a rural environment, while the other could be something to match the urban environment, such as a cellar entrance enclosed by wooden crates.
...mongol...
One choice could be the current hideout, but covered in foliage to to blend into a rural environment, while the other could be something to match the urban environment, such as a cellar entrance enclosed by wooden crates.
...mongol...
Military lawyers engaged in fierce legal action.
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wookimonsta
- Posts: 681
- Joined: 2008-08-31 13:16
Re: make hidouts blend in
maybe even just different colour schemes would do the trick.
the reason that they stand out so much on maps like fallujah is because they are dark brown unlike the surroundings
the reason that they stand out so much on maps like fallujah is because they are dark brown unlike the surroundings
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Ragni<RangersPL>
- Posts: 1319
- Joined: 2007-08-13 10:44
Re: make hidouts blend in
This is really a good idea... I could really improve hideout concealment 
RANGERS LEAD THE WAY!!!
Do not post stupid suggestions just because you had a bad round in PR 
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Re: make hidouts blend in
Official Cheocookie:

I'm sure it would be mostly a coding thing, as you can re-use numerous models already in game.
The difficult thing is figuring out just which thing to thermite :S
M.

I'm sure it would be mostly a coding thing, as you can re-use numerous models already in game.
The difficult thing is figuring out just which thing to thermite :S
M.

Former [DM] captain.
The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
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Garmax
- Posts: 288
- Joined: 2008-06-13 00:52
Re: make hidouts blend in
caches are already concealed.. why not conceal their "hideouts" it just makes sense and it would make it harder and more interesting for the conventional factions



