Mobile Dome of Death?

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Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Mobile Dome of Death?

Post by Heskey »

Hey folks,

I had an idea if it's not hardcoded; a mobile dome of death.

If it's possible to make a dome of death that can be moved based on the situation, and attach it to certain conditions, it would make a few game modes viable, such as Pilot Extraction.

The idea in theory is that (using pilot extraction as an example) a pilot cannot move from the crash site unless a friendly (or a specificed number of friendlies) are within a certain range of the pilot. If those friendlies are killed, the pilot's dome of death becomes stationary again (having moved from the crash site), and so the pilot must remain in that area until another escort arrives.

The exact details of a Pilot Extraction game-mode, I'll leave to someone else. But using this system it would mean insurgents could set up ambushes based on the pilot's DOD waiting for his rescue, time and time again until either the pilot exits the city or the timer is up and the pilot remains in the city. Again, penalties for shooting the pilot or the specifics about pilots getting in vehicles I'll leave to someone else.

My suggestion merely concerns the possibility of a unit-specific dome of death that is moveable based on conditions.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Mobile Dome of Death?

Post by Rhino »

It could be done via python but you wouldn't get a "your leaving the combat zone" message like you do now.
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Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Mobile Dome of Death?

Post by Heskey »

Hmm, an innovative idea nonetheless? Any work-arounds or easy way to make it that the pilot is aware of their immobile boundaries?
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