Reintroduce 2 elements

Suggestions from our community members for PR:BF2. Read the stickies before posting.
DannyIMK
Posts: 226
Joined: 2008-01-28 18:16

Re: Reintroduce 2 elements

Post by DannyIMK »

i think that helicopters should be able to drop supply crates with parachute , instead having commander asset, helicopter pilots will drop the crate, and maybe planes like C-130 if there will be such planes will have crates too.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Reintroduce 2 elements

Post by Celestial1 »

Dr2B Rudd wrote:I can't remember who said it...might be Fuzzhead. but a limited ammo wrench is a no-go afaik.
I was under the impression that the vBF2 wrench had a meter at the bottom when you were using the wrench. Not sure what it represented, but I thought maybe it was a something along those lines. Maybe it was the vehicle's health.

I don't even remember.

Maybe instead of having a wrench he would have a set of parts (like an ammo bag works) that would do the amount of repairs and then disappear. Would be reloaded from ammo source/repair station?

I'll post a full suggestion on it once I come up with some ideas around that.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Reintroduce 2 elements

Post by McBumLuv »

Dr2B Rudd wrote:Yeah the wrench should be about stopping the vehicle blowing up or maybe making it mobile again,

The ideal solution to my mind is a fast, repair effect

but the 'regeneration' of the wrench abilities would recharge super super super super super super dooper slow.

Thus, you can stop a fire, or maybe get the vehicle moving again, but its gonna take ages for you to repair to full which means you can keep a vehicle alive until the log truck arrives.
Well, if you did model it as a fire extinguisher, you could make it have like a 9999 regen rate, so that it's really only a one time shot thing.

Should be doable, would be awesome for crewmen to have or something like that :D
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Reintroduce 2 elements

Post by Rudd »

I was under the impression that the vBF2 wrench had a meter at the bottom when you were using the wrench. Not sure what it represented, but I thought maybe it was a something along those lines. Maybe it was the vehicle's health.
yeah it has a regen bar, like a stamina bar.
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Garmax
Posts: 288
Joined: 2008-06-13 00:52

Re: Reintroduce 2 elements

Post by Garmax »

i agree with it being difficult to get crates in korengal very hard.. but i dont think the old vbf2 air drop is the right answer to resolve something like this
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Reintroduce 2 elements

Post by gazzthompson »

Garmax wrote:i agree with it being difficult to get crates in korengal very hard.. but i dont think the old vbf2 air drop is the right answer to resolve something like this
how else then? on the NBC or what ever korengal short documentary that as been posted on here many times they only way to resupply the FOB's was by air, the map is to small for player controlled air assets... and the trucks can only driven in a VERY limited way and can be stopped by one guy...
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Reintroduce 2 elements

Post by Celestial1 »

Dr2B Rudd wrote:yeah it has a regen bar, like a stamina bar.
Okay, so then you were just mentioning that wrenches could not have an 'ammo' property, but can still be made to slowly regenerate, right?
gazzthompson wrote:how else then? on the NBC or what ever korengal short documentary that as been posted on here many times they only way to resupply the FOB's was by air, the map is to small for player controlled air assets... and the trucks can only driven in a VERY limited way and can be stopped by one guy...
Could have commander 'abilities' designated by mapper... Just like how you have the area attack button, and will soon have (I assume) a UAV button... Would look like:

Area Attack
UAV
Ability

Say, ability 1 on korengal would be a 'parachute supplies' ability. This could be made as a 'player requested' or 'commander designated' ability. And, of course, you could have more than 1 ability. Ability 2 could have a completely different ability depending on the map's design. The abilities of the map would be displayed on the loading screen's map, just like the form of area attack is.

Of course, using the vBF2's crate is a bit wonky; a better solution would be the old pr (.4? .5?) crate drop which I believe played the sound of a large aircraft flying overhead, and the crate 'spawned' with a parachute from 1000m altitude. The crates could be bundled in this case, so that 2 reach their target so that building can be done, but the crates would take a while to reach the ground and reloading the 'ability' would take a long time (30 mins, maybe)
Last edited by Celestial1 on 2009-08-18 05:15, edited 1 time in total.
NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: Reintroduce 2 elements

Post by NyteMyre »

Celestial1 wrote: Of course, using the vBF2's crate is a bit wonky; a better solution would be the old pr (.4? .5?) crate drop which I believe played the sound of a large aircraft flying overhead, and the crate 'spawned' with a parachute from 1000m altitude. The crates could be bundled in this case, so that 2 reach their target so that building can be done, but the crates would take a while to reach the ground and reloading the 'ability' would take a long time (30 mins, maybe)
That is what I was thinking:
- Long reload time (15/20 minutes?)
- Inaccurate dropzone
- Long droptime
- Maybe 2 versions like the big crate (from trucks) or the small ones (from APCs)
Roborob
Posts: 132
Joined: 2009-01-06 15:18

Re: Reintroduce 2 elements

Post by Roborob »

NyteMyre wrote:That is what I was thinking:
- Long reload time (15/20 minutes?)
- Inaccurate dropzone
- Long droptime
- Maybe 2 versions like the big crate (from trucks) or the small ones (from APCs)


I like it :-o
Call me Rob ingame
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bondsan
Posts: 193
Joined: 2008-03-31 02:55

Re: Reintroduce 2 elements

Post by bondsan »

Ccharge wrote:I agree with the wrench idea but not the crates.

The wrench could be the uber slow alternitive to the repair station. For example what takes 1 minute to repair with a repair station will take 3 with a wrench. It means that the wrench sees use in tank crews etc. Could simulate tank crews doing make shift repairs while the real engineers come.
yes yes yes. some times the repairs take too long to arrive and the tank is lost because of slow burning, if the crew had some way to make minor repairs until the gas bottle came it would be better.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Reintroduce 2 elements

Post by snooggums »

[R-COM]cyberzomby wrote:Yea they should bring it around, the deployable repair station should have a tiny bit more speed so its a bit more usefull. Now there just never seems a chance to use it. If a tank is so badly damaged it cant move, chances are, it gets taken out before you can move it again because of a repair station. Theres to much combat going on the maps to make it work like intended.
I'm fairly certain making the system only useful when out of combat is 'working as intended'. There's even a load tip to that effect.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Reintroduce 2 elements

Post by Rudd »

Celestial1 wrote:Okay, so then you were just mentioning that wrenches could not have an 'ammo' property, but can still be made to slowly regenerate, right?
Exactly

super duper slow :D
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NyteMyre
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Joined: 2008-08-31 10:10

Re: Reintroduce 2 elements

Post by NyteMyre »

How does that work anyway?

My wrench is overheating!!!!
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Reintroduce 2 elements

Post by killonsight95 »

i was wondeirng maybe the wrench might eventualy break?
Cobhris
Posts: 576
Joined: 2008-06-11 07:14

Re: Reintroduce 2 elements

Post by Cobhris »

killonsight95 wrote:i was wondeirng maybe the wrench might eventualy break?
The engineer's arm gets sore and he has to rest.
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QCRulzz
Posts: 93
Joined: 2008-04-05 05:28

Re: Reintroduce 2 elements

Post by QCRulzz »

Ok, here's MY idea.

You can repair the vehicule so it can move, but half speed.

When your tracks are down, repair it so it's not bumping anymore and go back to the main snail speed.

You can repair yourself (only so you can move, not fully obviously, emergency repair), (and/or gun cant move) and go back to the base. slooooowly.

Supply crates? Nahhh.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Reintroduce 2 elements

Post by Celestial1 »

NyteMyre wrote:How does that work anyway?

My wrench is overheating!!!!
Represents vehicle parts being used up.

You can't just use a spanner on a tank to fix it, you'd need some parts to replace (IE new track-feet, replacing a wheel, etc).

The best solution IMO would be to make a 'throwable' (like a rifleman's ammo bag or the vanilla med bag), that would repair, just like a supply crate does, only with different properties (repairs faster, but will be used up/disappear after the amount of repairs to un-track the vehicle was finished).

That way, the engineer would run out, get the emergency repairs started, and as soon as the tank could move, it would retreat to the stationary repair crate which would repair it fully
Feli06
Posts: 50
Joined: 2008-08-03 10:53

Re: Reintroduce 2 elements

Post by Feli06 »

Celestial1 wrote:Okay, so then you were just mentioning that wrenches could not have an 'ammo' property, but can still be made to slowly regenerate, right?



Could have commander 'abilities' designated by mapper... Just like how you have the area attack button, and will soon have (I assume) a UAV button... Would look like:

Area Attack
UAV
Ability

Say, ability 1 on korengal would be a 'parachute supplies' ability. This could be made as a 'player requested' or 'commander designated' ability. And, of course, you could have more than 1 ability. Ability 2 could have a completely different ability depending on the map's design. The abilities of the map would be displayed on the loading screen's map, just like the form of area attack is.

Of course, using the vBF2's crate is a bit wonky; a better solution would be the old pr (.4? .5?) crate drop which I believe played the sound of a large aircraft flying overhead, and the crate 'spawned' with a parachute from 1000m altitude. The crates could be bundled in this case, so that 2 reach their target so that building can be done, but the crates would take a while to reach the ground and reloading the 'ability' would take a long time (30 mins, maybe)
+1
this would be awesome!
Arnoldio
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Joined: 2008-07-22 15:04

Re: Reintroduce 2 elements

Post by Arnoldio »

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SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Reintroduce 2 elements

Post by SGT.Ice »

QCRulzz wrote:Ok, here's MY idea.

You can repair the vehicule so it can move, but half speed.

When your tracks are down, repair it so it's not bumping anymore and go back to the main snail speed.

You can repair yourself (only so you can move, not fully obviously, emergency repair), (and/or gun cant move) and go back to the base. slooooowly.

Supply crates? Nahhh.
Airdrop is iffy, but repairing a vehicle to where it can move with a wrench is plausible.
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