Improve construction system

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kumade
Posts: 130
Joined: 2009-04-05 21:17

Improve construction system

Post by kumade »

Hi, guys.
In addition to that, i suggest to further improve FOBs construction, to add more action for support\build squads, bring more cooperation in teams and more realism.

1. Lets get rid of universal supply crates and split it in few different types. Current supply box model can serve as a placeholder for all types, but with minor changes - there must be an icon on the side of crate, which type this supply is. Like with kits before 0.9.

2. About supply types. This is list of possible types: FOB (small FOB icon on supply crate), stationary AT, st. AA, HMG, fortification, ammo.

3. If SL wants to build something, he needs specific supply to build it. FOB supply contains materials to build FOB, st. AT supply contains an AT complex, fortification supply can be used to build holes and razorwires, etc.

4. Kits and ammo can be gained only from ammo supply.

5. I think it will be cool, if SL can request specific supply type by pressing RMB on "need supply" command and choose supply type from list. But if its too hard or impossible - he can just use chat.

6. When You are pilot and sitting inside chopper, or driver and sitting inside supply truck, and Your vehicle is at heli-pad or repair station, You can press T and select an option "load supply" and then choose supply type from list. And only after that Your vehicle starts to rearm its supply with supply of chosen type.

With these changes, i think, we have good emulation of military base's life. Choppers\trucks always arrives and goes away, peoples on the distant outposts always needs something (ammo, construction materials etc), and eventually bad things happens if they don't get what they want :) , convoys needs to be escorted, life is in full swing, etc.
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: Improve construction system

Post by motherdear »

sadly we can only have 5 different ammo types
Originally Posted by [R-DEV]Rhino
This box controls what kind of vehicle is effected by the combat zone. This can be used for crating an extra large, seprate combat zone around the base combat zone only for jets, to give them a much larger area to fly in and when you hop into a jet, you can still see the base combat zone, but the area between the base and the jet combat zone will be 1/2 transparent. When hand coding this the values are:
VehicleType "0" = Land
VehicleType "1" = Sea
VehicleType "2" = Planes
VehicleType "3" = Choppers
VehicleType "4" = All
VehicleType "5" = Planes/Choppers
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: Improve construction system

Post by kumade »

[R-DEV]motherdear wrote:sadly we can only have 5 different ammo types
Emm, hmmm, i'm confused.
How's Rhino's quote related to ammo types? It's about some combat zones and vehicles. I can't see any relations with supply crate types. Sorry.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Improve construction system

Post by Rudd »

the code mother posted is how each ammo thing knows what to resupply, which is why a helipad doesn't resupply infantry
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: Improve construction system

Post by samogon100500 »

2 kumade - i think it's cool for FunWars,but on the publiс server thats bad idea.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Improve construction system

Post by Rhino »

kumade wrote:Emm, hmmm, i'm confused.
How's Rhino's quote related to ammo types? It's about some combat zones and vehicles. I can't see any relations with supply crate types. Sorry.
Each vehicle type group is also the same group for ammo types as explained here: https://www.realitymod.com/forum/f388-c ... boats.html


I did try before the release of v0.9 to make the deployables think they where jets so they would rearm from the jet supply group but making them think they are jets is much easier said than done. Tried everything I and pretty much everyone else could think of expect one thing yet which I will try anouther time but its unlikely to get any good results we think. If we could get deployables to think they where jets then it would be pretty simple to give something the power to only reload jets and it couldn't really be exploited because a jet would have to land to be rearmed by one of these supplies and if they are going to land they might as well land on there runway where they can rearm anyways.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Improve construction system

Post by maarit »

how much you can construct in this mod?
now there is AA,antitank,outpost,foxhole,razorwire,hmg...
is there possibilities to add more options?
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Improve construction system

Post by @bsurd »

sounds interesting. But on public servers i see it becomes a nightmare.

I mean without the old rally point system you need a FB to get a good game. And its hard enough to get a box @ the right place to build a fb right now.

And now i think about that you need a special type of box to build a fob...

I see 75 % of the team sitting in base and wait for the GAME OVER when this gets in the game.
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kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: Improve construction system

Post by kumade »

'[R-DEV wrote:Rhino;1291674']Each vehicle type group is also the same group for ammo types as explained here: https://www.realitymod.com/forum/f388-c ... boats.html


I did try before the release of v0.9 to make the deployables think they where jets so they would rearm from the jet supply group but making them think they are jets is much easier said than done. Tried everything I and pretty much everyone else could think of expect one thing yet which I will try anouther time but its unlikely to get any good results we think. If we could get deployables to think they where jets then it would be pretty simple to give something the power to only reload jets and it couldn't really be exploited because a jet would have to land to be rearmed by one of these supplies and if they are going to land they might as well land on there runway where they can rearm anyways.
Mm, then which type are supply crates currently has, as long as they rearm only infantry?
And why we cant build FB from ammo boxes (which APC drops out), but need exactly supply crates? There is some code to check presence of supply crates nearby, right?
Maybe these conditions can be extended to build FB only with FB supply, AT only with AT supply etc?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Improve construction system

Post by Rhino »

ObjectTemplate.workOnSoldiers 1
ObjectTemplate.workOnVehicles 0
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kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: Improve construction system

Post by kumade »

@bsurd wrote:sounds interesting. But on public servers i see it becomes a nightmare.

I mean without the old rally point system you need a FB to get a good game. And its hard enough to get a box @ the right place to build a fb right now.

And now i think about that you need a special type of box to build a fob...

I see 75 % of the team sitting in base and wait for the GAME OVER when this gets in the game.
I think this just leads to more important role of supply routes. People will pay more attention to secure supply routes and supply vehicles (i have seen a lot of supply trucks abandoned in the field, and You?). So it will be just another new aspect of game process, which not taken into account for now. And people will stop to show displeasure, when it becomes a good habit. I hope :)
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