Bridges

Suggestions from our community members for PR:BF2. Read the stickies before posting.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Bridges

Post by mat552 »

Well, it isn't technically the end to the russian team, it is possible (providing the only section of bridge blown out is the once closest to the main landmass) to drive the tank across at full speed and land on the opposite side of the riverbank and drive up the side, but this isn't realistic in the slightest.

We'll find that balance between breaking a game and interrupting supply chains eventually!
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


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Not_able_to_kill
Posts: 202
Joined: 2008-03-05 11:37

Re: Bridges

Post by Not_able_to_kill »

I remember, when i was tank driver in fools road, the bridge was blown up, we had to take a alternate route, guess what it was, water, im glad the water was kinda shallow so we managed to pass it, but we took alot of damage... so would be nice to have this in game.
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Bridges

Post by snooggums »

Trooper909 wrote:theres allways a land bridge on most maps close by anyways so adding this would be pointless imo
There is not always a landbridge on the maps where the bridge was expected to be repairable (such as Fool's Road).
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Bridges

Post by Mad-Mike »

it would be unrealistic if it just had small holes everywhere if an apc went near the edge it would collapse. even a jeep maybe
wookimonsta
Posts: 681
Joined: 2008-08-31 13:16

Re: Bridges

Post by wookimonsta »

actually, the stability on a bridge is often quite unrelated to the state of the carrying plane (road).
the stability is by wires or by the carriers and holes in the road shouldn't damange the stability.
Meza82
Posts: 279
Joined: 2009-06-13 21:26

Re: Bridges

Post by Meza82 »

great idea, OP. i vote yes
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Tarantula
Posts: 243
Joined: 2008-03-24 00:36

Re: Bridges

Post by Tarantula »

If there were repair tanks they could be used to repair those large unrepairable to inf bridges. Engineers only job at the moment is using C4 like an IED or putting down/clearing mines.

The bridge on sunset city is kind of like what you are talking about, blows up in sections but you can still drive past, test it.
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Hietaa
Posts: 175
Joined: 2007-09-24 13:53

Re: Bridges

Post by Hietaa »

Bridges at sunset city act somewhat like this. 1 C4 blows up ½ of the bridge and even when both sides are blown you can drive car through the middle part.
hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: Bridges

Post by hx.bjoffe »

I really like the bridges the way they are now. Really gives gameplay an egde.
It's the map design there's something wrong with on Fools Road (and somewhat Jabal and Kozelsk). Get a working deployable bridge system working, and we're golden.
Sparatan117
Posts: 113
Joined: 2009-03-12 07:51

Re: Bridges

Post by Sparatan117 »

badmojo420 wrote:Maybe if you made it weaker so if a heavy vehicle tried to cross it would fall apart.
If your willing to write the physics engine behind how it falls apart, I'll make the 3d model pieces that break apart...lol
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Bridges

Post by Arnoldio »

Very nice idea, but the pass wich stays after explosion should be only big enought to let jeep and truck over (and BRDM as i think its about the same width as the truck), so logistics are still avaliable but heavy support is gone.

Another thing would be if there are 2 bridges in a map, the "main one", furthest from the base (south one on qwai, east double bridge on basrah, etc...) would be the ones with small holes, so you can still pass, but it will cost you time, closer ones (north one on qwai) would have the old system as its now.
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calstifer
Posts: 72
Joined: 2009-02-23 07:58

Re: Bridges

Post by calstifer »

Good idea, and for any arguments that HE are ment to destroy bridges on a real battlefield if you wanted to blow up a bridge you would bring 4 batches.
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Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Re: Bridges

Post by Masaq »

hx.bjoffe wrote:I really like the bridges the way they are now. Really gives gameplay an egde.
It's the map design there's something wrong with on Fools Road (and somewhat Jabal and Kozelsk). Get a working deployable bridge system working, and we're golden.

Something to be looked at, certainly... ;)

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wookimonsta
Posts: 681
Joined: 2008-08-31 13:16

Re: Bridges

Post by wookimonsta »

damn you devs and damn your winky smileys as well *shakes fist*
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