Idea about Chinooks and Equivelants.

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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Idea about Chinooks and Equivelants.

Post by Herbiie »

Hey,

First of sorry for spelling the title, it's probably wrong!

Anyway, After reading that parachute thread in the Brazilian/FARC forums I had an idea.

The Chinook In-Game will never live up to what it's real life counter part can do IRL if it's kept as a vehicle, but I think if it's a commander asset it could.

What would happen is this: The commander sets the Chinook somewhere (like one of the options for the parachutists) and the Chinook will fly there as a spawn point. It could also have a Jeep on it. It will stay on the ground for a reasonable amount of time (Long Enough for a couple of squads to spawn there if they were holding spawn, or maybe even have the Chinook at the main, and any troops in it get flown with it) before it flies away. It will be able to be shot down.

This would make the Chinook more realistic (capabilities wise) and would also give the commander something to do.

I know lots of you pilot were looking forward to flying it but tough :p
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Idea about Chinooks and Equivelants.

Post by mat552 »

So..you're suggesting (aside from the already suggested jeeps) that the chinook be handed over to an npc to do the same job it would do with a (possibly) intelligent pilot in the seat?

I do like the suggestion for it to deploy a temporary spawnpoint though, perhaps 30-60s or 12 spawn tickets, enough for a second squad who are ostensibly inside the chopper, but arn't as far as the engine is concerned.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


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CodeRedFox
Retired PR Developer
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Re: Idea about Chinooks and Equivelants.

Post by CodeRedFox »

We cant add in NPC (bots) do do that
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Rudd
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Re: Idea about Chinooks and Equivelants.

Post by Rudd »

iirc the idea was for it to have 2 crates, this means it will be able to deploy a full fuctional firebase, which the whole team can spawn on. Thats good enough for me.
charliegrs
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Joined: 2007-01-17 02:19

Re: Idea about Chinooks and Equivelants.

Post by charliegrs »

the idea of having it be a mobile spawn point has already been suggested {by me} but the devs shot it down.
known in-game as BOOMSNAPP
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rampo
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Joined: 2009-02-10 12:48

Re: Idea about Chinooks and Equivelants.

Post by rampo »

chinook''equilevants''? what might those be
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Herbiie
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Joined: 2009-08-24 11:21

Re: Idea about Chinooks and Equivelants.

Post by Herbiie »

[R-DEV]CodeRedFox wrote:We cant add in NPC (bots) do do that
The FARC guys have already got a plane going in where the commander says. Afaik it's the same principle.

Mat - The vehicle as it is will be NOTHING at all like the behemoth IRL - it's just not possible to have an actual vehicle in the engine that is a versatile as the Chinook, one that can carry supplies, platoons of troops, vehicles, artillery pieces and more. It's just not going to happen.

The Chinook itself would not require a Bot to do it - it could fly by itself and do the same thing every time.

Atm from what I've seen in the highlights the Chinook will never live up to what it can do in real life, and will just be unrealistic.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Idea about Chinooks and Equivelants.

Post by killonsight95 »

Herbiie wrote:The FARC guys have already got a plane going in where the commander says. Afaik it's the same principle.

Mat - The vehicle as it is will be NOTHING at all like the behemoth IRL - it's just not possible to have an actual vehicle in the engine that is a versatile as the Chinook, one that can carry supplies, platoons of troops, vehicles, artillery pieces and more. It's just not going to happen.

The Chinook itself would not require a Bot to do it - it could fly by itself and do the same thing every time.

Atm from what I've seen in the highlights the Chinook will never live up to what it can do in real life, and will just be unrealistic.
then everything would have to be scripted you need a bot or its enoguh scripting to fill 7000000000 pages of A1
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: Idea about Chinooks and Equivelants.

Post by Acemantura »

Herbiie wrote:Atm from what I've seen in the highlights the Chinook will never live up to what it can do in real life, and will just be unrealistic.
Yeah, but that sucker will probably be the most fun to fly like the days of old when the Merlin reigned as the most coveted helicopter in the game.
killonsight95 wrote:then everything would have to be scripted you need a bot or its enough scripting to fill 7000000000 pages of A1
Gentlemen I'd Like to point you to this post in the BSS Studio Update section of the Fora. Check out the fly bys. Granted what is being asked for is not merely a flyby, it can still be done.

As for the nescessity of this suggestion, that is something else. I must tell you I'd rather fly it without its RL capabilities than rely on a commander that just might be screwing around instead of trying to help.

@Dev's: Will the chinook be able to poop out a vehicle in the same way that helicopters do now with supplies?
Ninja2dan
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Re: Idea about Chinooks and Equivelants.

Post by Ninja2dan »

acemantura wrote:Yeah, but that sucker will probably be the most fun to fly like the days of old when the Merlin reigned as the most coveted helicopter in the game.

Gentlemen I'd Like to point you to this post in the BSS Studio Update section of the Fora. Check out the fly bys. Granted what is being asked for is not merely a flyby, it can still be done.

As for the nescessity of this suggestion, that is something else. I must tell you I'd rather fly it without its RL capabilities than rely on a commander that just might be screwing around instead of trying to help.

@Dev's: Will the chinook be able to poop out a vehicle in the same way that helicopters do now with supplies?
First off, from what I've seen with the USI fly-over and AI bombing runs, they are scripted/designed for something much simpler than what is being suggested here. Setting an AI aircraft to fly over the map and/or use munitions from high altitude is not difficult as long as the height is above the terrain. But having to script the vehicle to land or interact with the terrain means you need a huge amount of scripting and testing for a single flightpath on a single map. Every new flightpath is a whole new scripted sequence, and every new map is a series of new sequences. You'd need a whole team dedicated to doing just that. Basically, it's not worth the time and effort.


And complaining that the CH-47 "won't live up to its real-life counterpart" is pretty pointless. Nearly every single aspect of PR will not live up to the real-life counterpart, be it infantry weapons or vehicles or what ever. There are limitations in the game engine and other limitations are set in place by the DEV team in order to retain proper balancing and entertainment.

The CH-47 has plenty of use in PR, not only because it matches the real-life aircraft deployed by the US Army for certain missions but also because future innovations and features might make some aspects capable that are currently not available or possible. And no, I don't mean fastropes.


Personally, I'd like to see such aircraft capable of simulated cargo transport. While the game engine will make under-slung loads impossible, it might be possible to simulate light vehicle transport with proper coding and planning. Even if it's possible though, it will need a lot of consideration and testing to ensure it's not exploitable or has a negative impact on gameplay.


As for "mobile spawn points", that's what the FOB is for. Vehicle spawning was removed from PR for several reasons, so don't expect it to be added back any time soon.
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McBumLuv
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Re: Idea about Chinooks and Equivelants.

Post by McBumLuv »

[R-DEV]Ninja2dan wrote:First off, from what I've seen with the USI fly-over and AI bombing runs, they are scripted/designed for something much simpler than what is being suggested here. Setting an AI aircraft to fly over the map and/or use munitions from high altitude is not difficult as long as the height is above the terrain. But having to script the vehicle to land or interact with the terrain means you need a huge amount of scripting and testing for a single flightpath on a single map. Every new flightpath is a whole new scripted sequence, and every new map is a series of new sequences. You'd need a whole team dedicated to doing just that. Basically, it's not worth the time and effort.
It would be possible to have the python coded "paths" which each vehicle traveled unchangeable, but using the LZ as a point of reference. That is, if you're ok with having the thing fly moderately high up to compensate for any variation in the terrain, and then descend on the LZ and fly up again and depart, then it would certainly be doable. It would simply mean translating the point of reference on the path, and thus moving the entire path. Fairly sure that would be doable, and not as complicated as you make it out to be.

Not saying I agree with the suggestion, which I don't in it's current form, simply saying that it could be implemented in that form.
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Rhino
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Re: Idea about Chinooks and Equivelants.

Post by Rhino »

McLuv wrote:It would be possible to have the python coded "paths" which each vehicle traveled unchangeable, but using the LZ as a point of reference.
and how is python going to control the flight path of a vehicle?
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McBumLuv
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Re: Idea about Chinooks and Equivelants.

Post by McBumLuv »

I'm saying that it would be basically drawn up the same way as a UAV or the Blackhawks in USi, except for the fact that the paths are predetermined and the only variable is where the PoR is located, which would be the LZ point in the path.

I was only assuming it was done via python code, if it's not than that's all the better.
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Rhino
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Re: Idea about Chinooks and Equivelants.

Post by Rhino »

No its not done in python code, and you can't really have a path as such afaik other than a strait forward line, or a continuous turn unless something gets in the way of the object.
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McBumLuv
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Re: Idea about Chinooks and Equivelants.

Post by McBumLuv »

Ok, then that would be different, and adds another valid point as to why not to implement this.
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Hunt3r
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Re: Idea about Chinooks and Equivelants.

Post by Hunt3r »

Speaking of the Chinook.

I know that DCX managed to do this, but if it's even doable, why not make it so that it could carry a vehicle inside it, via controllable gate?

Something about two different materials made it possible in DCX (1942 version)

http://www.youtube.com/watch?v=_9__YyOmLe4
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