Few of my suggestions

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Ghost741
Posts: 30
Joined: 2008-12-29 04:51

Few of my suggestions

Post by Ghost741 »

1. Wounded on helo crashes. I'm not sure if this is hard coded but it would be more realistic if rather than everyone dieing in a helicopter crash allow them to be "wounded".
The way to do this would possibly be:
-Since usually the pilots don't survive, they could have a high chance to be dead on impact.
-On impact have the players exit the vehicle (if this is possible) and make them wounded
-If the "E" key (default) is simulated to be pressed on impact it would make the players fly out and hit the ground (either bleeding or wounded) such as if you accidentally hit the "E" key while in any vehicle.
Reason:
NOW: if you see a friendly helo going down most people just say "noobs" and continue walking.
AFTER:This would create more black hawk down scenarios but not so much as to distract from actual objective. Now they would have to divert resources and secure the crash site in order to prevent thier fellow soldiers from having to waist 6 tickets and respawn.

2.Make the pilot kit worth tickets not the aircraft.The kit should be worth as much as the aircraft is now and the aircraft should be worth about 5.
Reason:
NOW:Pilots go down with their aircraft so they don't have to remain stranded and if a pilot goes stranded they are almost never rescued.
AFTER:This would make people more obligated to rescue downed pilots This would allow the pistol to be reallocated to the pilot kit as squads would no longer feel the need to waist so many tickets "ramboing". This would also make jet pilots feel more obligated to bail out of the jet before its shot down and it would make them more valuable for the enemy to kill.

3.GIVE BLUEFOR AIRPOWER! The recent map changes to the ins maps have totally ruined chances of the bluefor winning [mainly on Korengal Valley]
Reason:The basic tactics of today (especially in PR) are: Once fired upon fire back; in most situations airpower is called in whether is be an attack chopper, an AC-130, a jet or anything else, in real life the coalition uses their air superiority as an advantage as it should be in the game.
NOW:I've never seen the Army win on Korengal since the LB was removed. I've never seen the attack LB on Ramiel live more than 5 minutes no matter what tactics are used or what pilot is in them.
AFTER:The bluefor will have faster ways to get around just like in real life. I do believe that the coalition forces have 2 main things against insurgents in PR: Range and Mobility. They need a transport helicopter or 2 for the latter to work.

4.Change insurgent (not taliban) spawn time down to always being 5 seconds.
Reason:To simulate a larger number of insurgents.
NOW:It doesn't seem like your fighting that big of a force.
AFTER:The ins could easily respawn and defend faster.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Few of my suggestions

Post by snooggums »

Responses:

1. Destroyed vehicles kill all occupants automatically and I'm going to guess that is hardcoded. Damaged helos have a good chance of landing and having the crew and passengers exit, so the situations you want are already possible.

2. The idea was terrible the first few times it was suggested. The asset is important, not the pilot so the points go there. There's a ton of other problems (what if the pilot is accidentely killed on the ground before takeoff or gets a kit and suicides?)

3. The LB had nothing to do with the US winning on Korengal. I always saw it lose more games by ticket loss than it gained in kills. Not all maps need airpower, Korengal is one of them.

4. Insurgent maps currently favor Insurgents/Taliban for the most part already. Insurgents are supposed to be ambushers, not cannon fodder, so lowering their ticket count won't improve game play.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Few of my suggestions

Post by Herbiie »

Ghost741 wrote: 4.Change insurgent (not taliban) spawn time down to always being 5 seconds.
Reason:To simulate a larger number of insurgents.
NOW:It doesn't seem like your fighting that big of a force.
AFTER:The ins could easily respawn and defend faster.
Generally we outnumber the Insurgents in Iraq (Or Used to)
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Few of my suggestions

Post by rampo »

I see some re-suggesting here but that thing about being wounded after a helo crash could be cool
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ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Few of my suggestions

Post by ma21212 »

moar pwr for BLURFOR? srsly what you want F16s? ins. not balanced as it is
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Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Few of my suggestions

Post by Nimise »

Ghost741 wrote: 3.GIVE BLUEFOR AIRPOWER! The recent map changes to the ins maps have totally ruined chances of the bluefor winning [mainly on Korengal Valley]
Reason:The basic tactics of today (especially in PR) are: Once fired upon fire back; in most situations airpower is called in whether is be an attack chopper, an AC-130, a jet or anything else, in real life the coalition uses their air superiority as an advantage as it should be in the game.
NOW:I've never seen the Army win on Korengal since the LB was removed. I've never seen the attack LB on Ramiel live more than 5 minutes no matter what tactics are used or what pilot is in them.
AFTER:The bluefor will have faster ways to get around just like in real life. I do believe that the coalition forces have 2 main things against insurgents in PR: Range and Mobility. They need a transport helicopter or 2 for the latter to work.
The only reason BLUEFOR looses usually is because they play it like AAS e.g. they get on a large hill and camp the insurgents to get kills or they build FOBs and wast time defending it. Adding jets would just ruin insurgency, instead of actually going and searching for the caches they would just camp hills and bomb everything till they get the cache. If the whole BLUEFOR teams works together and searches for caches instead of camping hills winning is easy.
Tofurkeymeister
Posts: 647
Joined: 2008-03-22 13:09

Re: Few of my suggestions

Post by Tofurkeymeister »

1. Wounded on helo crashes. I'm not sure if this is hard coded but it would be more realistic if rather than everyone dieing in a helicopter crash allow them to be "wounded".
Not hardcoded as far as I know. Simply set it to damage on exit when critically damaged. After all, doesn't it wound you when you exit from a burning vehicle? Don't quote me, but I think it does.
AgentMongoose
Posts: 265
Joined: 2008-09-02 19:03

Re: Few of my suggestions

Post by AgentMongoose »

uhhh except for the part where the black hawk and the LB are 2 of the worlds most survivable helicopters for the pilots and crew.... in a crash situation.
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Few of my suggestions

Post by HAAN4 »

Maybe if we make damaged aircraft reduce it's speed, and after it have damaged to die, he don't die, isteand it slow has hell, and go down by Gravitit. i guess this is the most SIMPLE way of doing aircraft crashing

also if you get, crashed you have a chance of the engine presing E and aloying you corpese to get out the Helo, this allows a medic to go and pick up back to the fight.

evem if the crashed vehicle is not COMPLETY destroyed, it just burning and you keep losing quite healt, after all maybe you get stunk inside and after some delay whiht someone not stactked you comrade get's you alway, so you can press E and pick up some packages.

also this may be aplyend to all other vehicles, so they are not destrowed, but unable to fire or move, but you still able to outside if someone enter in vehicle and rescue you.
Last edited by HAAN4 on 2009-12-02 01:38, edited 2 times in total.
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: Few of my suggestions

Post by Drunkenup »

HAAN4 wrote:Maybe if we make damaged aircraft reduce it's speed, and after it have damaged to die, he don't die, isteand it slow has hell, and go down by Gravitit. i guess this is the most SIMPLE way of doing aircraft crashing

also if you get, crashed you have a chance of the engine presing E and aloying you corpese to get out the Helo, this allows a medic to go and pick up back to the fight.

evem if the crashed vehicle is not COMPLETY destroyed, it just burning and you keep losing quite healt, after all maybe you get stunk inside and after some delay whiht someone not stactked you comrade get's you alway, so you can press E and pick up some packages.

also this may be aplyend to all other vehicles, so they are not destrowed, but unable to fire or move, but you still able to outside if someone enter in vehicle and rescue you.
This will be a coding disaster if even possible. The primitive BF2 engine and how its coded to accept and concur itself is that the occupants of such a vehicle are "connected" to the vehicle itself. If it was possible, a lot of coding would have to be done, and a massive re-do of all the assets. As usual we can blame the engine. Theres a health system and we can't change nor make a modular damage system. Its really hard to image from here, but once you get into coding, you'll understand.
Ghost741
Posts: 30
Joined: 2008-12-29 04:51

Re: Few of my suggestions

Post by Ghost741 »

snooggums wrote:Responses:

1. Destroyed vehicles kill all occupants automatically and I'm going to guess that is hardcoded. Damaged helos have a good chance of landing and having the crew and passengers exit, so the situations you want are already possible.

This allows for the passengers to simply disembark and carry on without any injuries. Not very realistic, if their wounded then they have to be revived or "rescued" by a squad with a medic.

2. The idea was terrible the first few times it was suggested. The asset is important, not the pilot so the points go there. There's a ton of other problems (what if the pilot is accidentely killed on the ground before takeoff or gets a kit and suicides?)

In real life do we really value a chopper over a persons life? I think not. And if the pilot get a kit and suicides or gets Tkd is the same thing as saying "what if someone jumps into the cobra on Muttrah and kills everyone with hydras on the carrier" or "what if some nub gets in the Huey and flips it" Same consequences.

3. The LB had nothing to do with the US winning on Korengal. I always saw it lose more games by ticket loss than it gained in kills. Not all maps need airpower, Korengal is one of them.
When I say airpower I mean transport not only attack [just to clarify] and I'm guessing you've never been in main base with ins all around guarding the exits and now way to get out on foot or by humvee. Also if you put a good pilot into the LB they can easily transport squads to good positions to assault caches.
4. Insurgent maps currently favor Insurgents/Taliban for the most part already. Insurgents are supposed to be ambushers, not cannon fodder, so lowering their ticket count won't improve game play.
No comment. you may be right, I didn't do my research on this one :o ops:
Answers are in Red.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Few of my suggestions

Post by snooggums »

Ghost741 wrote:
Originally Posted by snooggums View Post
Responses:

1. Destroyed vehicles kill all occupants automatically and I'm going to guess that is hardcoded. Damaged helos have a good chance of landing and having the crew and passengers exit, so the situations you want are already possible.

This allows for the passengers to simply disembark and carry on without any injuries. Not very realistic, if their wounded then they have to be revived or "rescued" by a squad with a medic.

The hardcoded part will be the reason this doesn't work anyway. Currently if a chopper is damaged and they crash land without exploding no-one is hurt as you noted. A similar solution to your idea would be to create a fire effect like burning APCs where the players take damage when exiting the damaged aircraft. If a chopper is truly killed while in the air it is due to massive damage, and the crash would remove the soldiers from battle if they even survived so having them killed is basically the same thing in game terms.

2. The idea was terrible the first few times it was suggested. The asset is important, not the pilot so the points go there. There's a ton of other problems (what if the pilot is accidentely killed on the ground before takeoff or gets a kit and suicides?)

In real life do we really value a chopper over a persons life? I think not. And if the pilot get a kit and suicides or gets Tkd is the same thing as saying "what if someone jumps into the cobra on Muttrah and kills everyone with hydras on the carrier" or "what if some nub gets in the Huey and flips it" Same consequences.

It was just a couple of examples, and a suiciding pilot can lose tickets a lot faster since they can respawn quicker than a chopper. In any case the other team should not be denied tickets for the vehicle kill, otherwise all asset drivers should be worth the points instead of the vehicle, players using HAT and sniper kits should be worth the points, etc. It just isn't a good idea for team play to make pilots, or any other position special for points. Besides, would it be the kit itself that matters or tied to getting in and out of a vehicle? There's a lot of timing issues for how this would even be represented.

3. The LB had nothing to do with the US winning on Korengal. I always saw it lose more games by ticket loss than it gained in kills. Not all maps need airpower, Korengal is one of them.
When I say airpower I mean transport not only attack [just to clarify] and I'm guessing you've never been in main base with ins all around guarding the exits and now way to get out on foot or by humvee. Also if you put a good pilot into the LB they can easily transport squads to good positions to assault caches.

If the main is being camped the LB should be dead or afraid to be near the main. It really did not have much of an impact on the game. Besides, it is a 1k map, it isn't hard to walk anywhere, and having a main you can't leave at any point is a problem with the map itself and not the assets (barring carrier spawns).
4. Insurgent maps currently favor Insurgents/Taliban for the most part already. Insurgents are supposed to be ambushers, not cannon fodder, so lowering their ticket count won't improve game play.
No comment. you may be right, I didn't do my research on this one
Since most people play insurgency 'wrong' by going cannon fodder currently I think that it would be better to make intel collection easier for BluFor instead of giving insurgents more advantages.
Answers are in Red.
Answers to answers in green :)

BTW, if nothing else this thread got me thinking about how to make the infantry damage on exit from a damaged transport chopper work.
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Few of my suggestions

Post by HAAN4 »

How say we change it?

we just make ''MORE'' health, so 50 porcent of it, is the normal health, and other 50 porcent is the critical wouded, if it reachs 0 it is complety destrowed,

so a tank for exemple, he takes a heavy AT, that take 60 porcent of healt, but after he gets several damaged, it becomes imobilised, and can't shoot, meaning you take also damage when you stand in the vehicle, do it's fire.

you are only exured to leavy, by the way, this vehicle can be repared, meaning you can ''revive'' vehicles. has also it's tripulation.

this also means at helos, and other stuff of aircraft, when have certain healt, it caches. by it SEVERE speed decrese, has well disrrupind aerodinamics.

but of course a aircraft can be TOTAL destrowed at air, if you Keep shoting anyway, evem you kwon its going down, because well, this is possible in real live.

about crashing the hard thing will be the fisics, not the healt. sistem!
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: Few of my suggestions

Post by Drunkenup »

HAAN4 wrote:How say we change it?

we just make ''MORE'' health, so 50 porcent of it, is the normal health, and other 50 porcent is the critical wouded, if it reachs 0 it is complety destrowed,

so a tank for exemple, he takes a heavy AT, that take 60 porcent of healt, but after he gets several damaged, it becomes imobilised, and can't shoot, meaning you take also damage when you stand in the vehicle, do it's fire.

you are only exured to leavy, by the way, this vehicle can be repared, meaning you can ''revive'' vehicles. has also it's tripulation.

this also means at helos, and other stuff of aircraft, when have certain healt, it caches. by it SEVERE speed decrese, has well disrrupind aerodinamics.

but of course a aircraft can be TOTAL destrowed at air, if you Keep shoting anyway, evem you kwon its going down, because well, this is possible in real live.

about crashing the hard thing will be the fisics, not the healt. sistem!
You don't understand at all, the Health system is the simpliest thing in the whole game, its one straight fixed meter and if you reach that meter you're vehicle will be destroyed along with you. The Crashing will be the easy thing, as you can modify the materials (Skids, wheels, etc) to take in less damage (Hitpoints like in tanks for example)
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