Allow opposing teams to use deployed assets

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Riflewizard
Posts: 117
Joined: 2008-10-03 22:10

Allow opposing teams to use deployed assets

Post by Riflewizard »

I think that enemy teams should be able to fire deployed FOB assets like HMG TOW and AA, but not dig them. That way an assaulting team can use defenses against the enemy and the other team will have to think more carefully when defending a point and destroy assets left behind. We can already pick up enemy kits, so why not be able to use enemy rocket launchers and machineguns?
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Allow opposing teams to use deployed assets

Post by Jigsaw »

Not sure but this sounds like the kinda thing that has "hardcoded" stamped over it. Either way i'm not sure that it should be allowed, I mean it's enough that the insurgents can use a dropped H-AT kit without the proper supplies/training so to have them start using my carefully constructed TOW launcher? Stretching the boundaries of realism I feel.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Coolio
Posts: 55
Joined: 2009-02-06 22:45

Re: Allow opposing teams to use deployed assets

Post by Coolio »

[R-MOD]Jigsaw wrote:Not sure but this sounds like the kinda thing that has "hardcoded" stamped over it. Either way i'm not sure that it should be allowed, I mean it's enough that the insurgents can use a dropped H-AT kit without the proper supplies/training so to have them start using my carefully constructed TOW launcher? Stretching the boundaries of realism I feel.
It's not hardcoded, you could do it in vBF2 and if I remember correctly earlier PR versions as well
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Allow opposing teams to use deployed assets

Post by Jigsaw »

Yeah you could do it with mapper placed assets and vehicles in vBF2 but that was removed for a very good reason in PR and iirc all vehicles have to be teamlocked or useable by everyone. I doubt also that there is any way to differentiate between being able to shovel the asset and subsequently use it, again it is one or the other you either have full access to it (so can shovel and use) or none at all. Either way like I said it's not particularly desirable imo.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Allow opposing teams to use deployed assets

Post by dtacs »

Riflewizard wrote:I think that enemy teams should be able to fire deployed FOB assets like HMG TOW and AA, but not dig them. That way an assaulting team can use defenses against the enemy and the other team will have to think more carefully when defending a point and destroy assets left behind. We can already pick up enemy kits, so why not be able to use enemy rocket launchers and machineguns?
A TOW missile system is pretty complicated, hence the training on it. I don't think the British or US would have training on an HJ-8 either. A Milan (MEC) would make a BIT of sense because its a western system, but even then this could be pretty dodgy.

Thinking about this from a tank crew perspective there are already enough threats out there. Pretty much doubling it isn't that good of an idea.

But HMG's on the other hand, would make sense.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Allow opposing teams to use deployed assets

Post by Wicca »

Hey, this is actually a good idea, and its plausible!
Xact Wicca is The Joker. That is all.
AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: Allow opposing teams to use deployed assets

Post by AnimalMother. »

wouldn't this cause the asset to be visible on the map?

such is the reason vehicles are team locked to stop them appearing on the oppositions minimap

i am against this
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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Allow opposing teams to use deployed assets

Post by PLODDITHANLEY »

Realistic a bit
Possible I expect so from VBF and prior PR versions

But I don't think it'd help game play, as DTACs said armour has a hard enough time with 2 TOW's per side per map, if you could capture more it'd be horrible. If you choose to leave the TOW base and control their old FOB they can't build another until it's destroyed or vanishes.

I feel it'd make that part of a PR game when the losing team is constantly pushed back with little chance of a come back even worse.
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Allow opposing teams to use deployed assets

Post by alberto_di_gio »

I think enemy vehicles version of this is "hardcoded" to death because of good reasons. This on the other hand is a good idea. Actually reminded me an incidednt I had in Jabal yesterday;

I was stuck in an enemy HMG on the hills of dam. Because of a stupid bug I could not get out of enemy HMG which I get in to have a better shooting angle. And just while thinking what could happen worse enemies on the opposite hills saw me. During the 5 minutes of survival fight I was only thinking how stupid it is that I can't use that brand new HMG. At the end because we are out of chances my teammate destroyed the HMG with an incendiary grenade. (I don't wanna mention that I was not even started to bleed when whole HMG exploded while I'm in it but I can't hold it in me. Of course falling from a wall is a deadly mistake :D )
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Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: Allow opposing teams to use deployed assets

Post by Tannhauser »

From what I understood, deployables are considered like 'vehicles'. So it results in the same problems and mishaps as with unlocking vehicles for both factions like in vBF2.

Main problem here, is it is impossible to unlock only certain 'vehicles'. It's all or nothing.
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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Allow opposing teams to use deployed assets

Post by Dev1200 »

Not true Tann.


In Co-Op some bikes and insurgent transport cars can be used by blufor, hell I'm pretty sure you can use their technicals too. However you can't use their bomb cars/big red/garry.


Go on co-op kashan desert. You should see a "grey" .50 cal position marker on your map (not commander placed, but minimap "representative" of it.) which both sides can enter.

Also animal, doesn't the asset disappear from the minimap? It doesn't turn red or stay blue like it's a friendly vehicle..
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placiddavid
Posts: 25
Joined: 2009-04-26 05:46

Re: Allow opposing teams to use deployed assets

Post by placiddavid »

+1 for this one.
David
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Allow opposing teams to use deployed assets

Post by Jigsaw »

Dev1200 wrote:Go on co-op kashan desert. You should see a "grey" .50 cal position marker on your map (not commander placed, but minimap "representative" of it.) which both sides can enter.

Also animal, doesn't the asset disappear from the minimap? It doesn't turn red or stay blue like it's a friendly vehicle..
Therein lies the problem, as the .50cal is visible to both sides as a grey icon it means these positions are far too easy to pinpoint on the map without anyone from the other team even getting anywhere near. What that would mean is that if you placed it next to a FOB then you'd pretty much be putting down a marker on your position for the other team to home in on.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Allow opposing teams to use deployed assets

Post by killonsight95 »

[R-MOD]Jigsaw wrote:Therein lies the problem, as the .50cal is visible to both sides as a grey icon it means these positions are far too easy to pinpoint on the map without anyone from the other team even getting anywhere near. What that would mean is that if you placed it next to a FOB then you'd pretty much be putting down a marker on your position for the other team to home in on.
yes but i've yet to see TOW's on my map/mini map when a freindly is manning them or not..... so problem solved?
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: Allow opposing teams to use deployed assets

Post by dunem666 »

killonsight, the tows do infact show up manned but no unmanned by friendly.

I think the TOW has made the game completly unfair and more Vainilla. If only you noobs were aboud for the v8 series of PR. best ever gameplay
dunem
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RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: Allow opposing teams to use deployed assets

Post by RedAlertSF »

I don't think it's a problem that the HMGs would show up on minimap. We can change the icons for all the stuff on minimap so there must be a way to get rid of an icon too.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Allow opposing teams to use deployed assets

Post by killonsight95 »

RedAlertSF wrote:I don't think it's a problem that the HMGs would show up on minimap. We can change the icons for all the stuff on minimap so there must be a way to get rid of an icon too.
or make it so small you can't see it?
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: Allow opposing teams to use deployed assets

Post by Tannhauser »

Dev1200 wrote:Not true Tann.


In Co-Op some bikes and insurgent transport cars can be used by blufor, hell I'm pretty sure you can use their technicals too. However you can't use their bomb cars/big red/garry.


Go on co-op kashan desert. You should see a "grey" .50 cal position marker on your map (not commander placed, but minimap "representative" of it.) which both sides can enter.

Also animal, doesn't the asset disappear from the minimap? It doesn't turn red or stay blue like it's a friendly vehicle..
Isn't that because they are spawned at roundstart? I know such a thing could be achieved with the forklifts on Muttrah 2.
It'd be nice to have 'real' devs info on this.
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
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