"Tunnel Network" Between Hideouts
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Bluedrake42
- Posts: 1933
- Joined: 2009-07-23 17:52
"Tunnel Network" Between Hideouts
We were talking about this in the other thread, but I thought this concept was so intriguing that it deserved its own thread.
It would be really interesting to be able to move as insurgents between constructed hideouts through some sort of "tunnel network".
There's a couple of different ways I've thought of doing this, but other people had some pretty good suggestions too so I'd love to hear those.
Ideally it would be nice to have a system where you enter a hideout and choose between other constructed hideouts to move to through a menu similar to the spawn menu, and then depending on how far away each particular hideout is spend a certain amount of time to "move" there. Tho I don't know if that's possible.
Other ideas included invisible "zip lines" that would (once entered) conceal you and immortalize you until you reach your destination.
Thoughts?
It would be really interesting to be able to move as insurgents between constructed hideouts through some sort of "tunnel network".
There's a couple of different ways I've thought of doing this, but other people had some pretty good suggestions too so I'd love to hear those.
Ideally it would be nice to have a system where you enter a hideout and choose between other constructed hideouts to move to through a menu similar to the spawn menu, and then depending on how far away each particular hideout is spend a certain amount of time to "move" there. Tho I don't know if that's possible.
Other ideas included invisible "zip lines" that would (once entered) conceal you and immortalize you until you reach your destination.
Thoughts?
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Thermis
- Retired PR Developer
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Re: "Tunnel Network" Between Hideouts
I swear we have talked about this before, but I couldn't find anything on it.
I would think zipping through terrain would probably cause stability issues, but then again never tried to do that so I dont know.
I would think zipping through terrain would probably cause stability issues, but then again never tried to do that so I dont know.
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Bluedrake42
- Posts: 1933
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Re: "Tunnel Network" Between Hideouts
it could be a zipline underneath the terrain geometry, although I wouldn't see how it would let you spawn at normal terrain level afterward =/[R-MOD]Thermis wrote:I swear we have talked about this before, but I couldn't find anything on it.
I would think zipping through terrain would probably cause stability issues, but then again never tried to do that so I dont know.
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Click
- Posts: 195
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Re: "Tunnel Network" Between Hideouts
It could work the tunnel network but in my mind the only problem is that you would have the enemy coming into them and make a bit of a tunnel network of death. It could still work as you could have it off a tunnel or something similar to it.
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SGT.MARCO
- Posts: 341
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Re: "Tunnel Network" Between Hideouts
I was in the other thread, it is a good idea. give it a time penalty such as 30 seconds between hideouts
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ComradeHX
- Posts: 3294
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Re: "Tunnel Network" Between Hideouts
I was thinking that maybe it can be like this:
Build a hideouts -> commander use some sort of "connect" command to spawn another hideout(unbuilt, must have friendly SL in 10m radius) and underground tunnel(made of little sections of statics, the number of those are calculated by first getting distance between two hideouts then divide by length of the little section statics, the walk-able space connecting the exit point of hideouts) that connects the two hideouts.
Give both hideouts two "seats" and make the first one the one that commander uses and the second one(F2) exits(when pressing "E") to the underground tunnel.
It may or may not work but having people hiding/walking in the underground tunnel seems more realistic (unless BluFor get poison gas...which is impossible).
It would be funny to see the whole INS team trapped underground due to both hideouts being destroyed.
There should be a realistic distance limit to it, also to prevent multiple tunnels from connecting/interfering with eachother in conjunction with distance restriction between each hideout.
Build a hideouts -> commander use some sort of "connect" command to spawn another hideout(unbuilt, must have friendly SL in 10m radius) and underground tunnel(made of little sections of statics, the number of those are calculated by first getting distance between two hideouts then divide by length of the little section statics, the walk-able space connecting the exit point of hideouts) that connects the two hideouts.
Give both hideouts two "seats" and make the first one the one that commander uses and the second one(F2) exits(when pressing "E") to the underground tunnel.
It may or may not work but having people hiding/walking in the underground tunnel seems more realistic (unless BluFor get poison gas...which is impossible).
It would be funny to see the whole INS team trapped underground due to both hideouts being destroyed.
There should be a realistic distance limit to it, also to prevent multiple tunnels from connecting/interfering with eachother in conjunction with distance restriction between each hideout.
Last edited by ComradeHX on 2010-11-27 04:46, edited 1 time in total.
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: "Tunnel Network" Between Hideouts
IRL, Insurgents dont build these tunnels as battle is going on, do they?
I have thinking about and i get to this. Mapper will make many (10-15 or so, depending on map size) "tunnel entraces". This would be long stairs to the undergroud (or a ledder system), just for the insurgents to take some time till they get to/out of the tunnel. These would be normal statics, they wont change.
Next thing is the actuall transport, or teleport, if you want. This is easiest with a vehicle system. There will be 4-6 entrances randomly placed at start of each round on pre-defined places at the bottom of these stairs (above), somehow like caches are atm. They will work as 1 vehicle, so players will be able to transport by changing positions.
So the general use will be to find the entrance below ground, spend cca 30 seconds going down, hop into tunnel system vehicle, (the vehicle position icon could be modified to reflect the position of the ends on map) change your position to teleport and then sped another 20-30 seconds gong to the surface.
Maybe it could be neat to have some sort of mark saying if the actual tunnel is present this particular round, so you dont spend 20 seconds going down the sairs just to find out that there is no tunnel entrance.
Discuss.
I have thinking about and i get to this. Mapper will make many (10-15 or so, depending on map size) "tunnel entraces". This would be long stairs to the undergroud (or a ledder system), just for the insurgents to take some time till they get to/out of the tunnel. These would be normal statics, they wont change.
Next thing is the actuall transport, or teleport, if you want. This is easiest with a vehicle system. There will be 4-6 entrances randomly placed at start of each round on pre-defined places at the bottom of these stairs (above), somehow like caches are atm. They will work as 1 vehicle, so players will be able to transport by changing positions.
So the general use will be to find the entrance below ground, spend cca 30 seconds going down, hop into tunnel system vehicle, (the vehicle position icon could be modified to reflect the position of the ends on map) change your position to teleport and then sped another 20-30 seconds gong to the surface.
Maybe it could be neat to have some sort of mark saying if the actual tunnel is present this particular round, so you dont spend 20 seconds going down the sairs just to find out that there is no tunnel entrance.
Discuss.
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Bluedrake42
- Posts: 1933
- Joined: 2009-07-23 17:52
Re: "Tunnel Network" Between Hideouts
no that won't work, we already concluded that you can't spawn vehicles in different parts remember..lucky.BOY wrote:IRL, Insurgents dont build these tunnels as battle is going on, do they?
I have thinking about and i get to this. Mapper will make many (10-15 or so, depending on map size) "tunnel entraces". This would be long stairs to the undergroud (or a ledder system), just for the insurgents to take some time till they get to/out of the tunnel. These would be normal statics, they wont change.
Next thing is the actuall transport, or teleport, if you want. This is easiest with a vehicle system. There will be 4-6 entrances randomly placed at start of each round on pre-defined places at the bottom of these stairs (above), somehow like caches are atm. They will work as 1 vehicle, so players will be able to transport by changing positions.
So the general use will be to find the entrance below ground, spend cca 30 seconds going down, hop into tunnel system vehicle, (the vehicle position icon could be modified to reflect the position of the ends on map) change your position to teleport and then sped another 20-30 seconds gong to the surface.
Maybe it could be neat to have some sort of mark saying if the actual tunnel is present this particular round, so you dont spend 20 seconds going down the sairs just to find out that there is no tunnel entrance.
Discuss.
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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: "Tunnel Network" Between Hideouts
It was talked in the Vietnam Fourms.[R-MOD]Thermis wrote:I swear we have talked about this before, but I couldn't find anything on it.
I would think zipping through terrain would probably cause stability issues, but then again never tried to do that so I dont know.
I think i read somwhere its hardcoded to go underground.
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mat552
- Posts: 1073
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Re: "Tunnel Network" Between Hideouts
I'm pretty sure you could make one or more of these "tunnel" vehicles per map, then have them spawn randomly.
Since players don't need to, you know, drive it, it could just be 8 enter/exit points arrayed around one of those small engine block statics hidden somewhere in the world.
Since players don't need to, you know, drive it, it could just be 8 enter/exit points arrayed around one of those small engine block statics hidden somewhere in the world.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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lucky.BOY
- Posts: 1438
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Re: "Tunnel Network" Between Hideouts
It can be spawn at once. Like, at the start, game rolls a dice, and randomly selects one vehicle of all possible permutations, and places it at once.Bluedrake42 wrote:no that won't work, we already concluded that you can't spawn vehicles in different parts remember..
Or do you mean "parts" phisically? I thought we concluded we cant spawn vehicle parts at diferent time.
What im trying to say is, can we make a vehicle that
a) goes substains from more than one part
b)can go through terrain
c)is connected with some invisible bridge going up, then above another entry and then down to connect them?
-lucky
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Spec
- Retired PR Developer
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Re: "Tunnel Network" Between Hideouts
I guess it would work as a vehicle that spawns at the beginnig - but then again, so would actual mapper-built tunnels, without looking silly.
It'd be a good idea if it could be built mid-game, but otherwise, it's the mappers task to provide stealthy routes.
It'd be a good idea if it could be built mid-game, but otherwise, it's the mappers task to provide stealthy routes.

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lucky.BOY
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Re: "Tunnel Network" Between Hideouts
This would be far more easy for mapper, because in BF engine you cant go under the terrain, so every tunnel must be under some sort of static. With this vehicle workaround we could skip the hard part, and mapper would only need to make these entry places.
-lucky
-lucky
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Bluedrake42
- Posts: 1933
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Re: "Tunnel Network" Between Hideouts
But wouldn't that kindof take the point out of building them yourself? I still think we should look at ways to adapt the hideout to this purposelucky.BOY wrote:This would be far more easy for mapper, because in BF engine you cant go under the terrain, so every tunnel must be under some sort of static. With this vehicle workaround we could skip the hard part, and mapper would only need to make these entry places.
-lucky
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Jorgee!
- Posts: 350
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Re: "Tunnel Network" Between Hideouts
I think the only way it can be done is with a screen like the mortars one, when you enter the hideout.
So you select what hideout you want to go then it teleports you there.... maybe with a delay of 15 secs or 2 secs every 100mts.
So you select what hideout you want to go then it teleports you there.... maybe with a delay of 15 secs or 2 secs every 100mts.
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Bluedrake42
- Posts: 1933
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Re: "Tunnel Network" Between Hideouts
can this be done?FusionGames wrote:I think the only way it can be done is with a screen like the mortars one, when you enter the hideout.
So you select what hideout you want to go then it teleports you there.... maybe with a delay of 15 secs or 2 secs every 100mts.
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Anderson29
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Re: "Tunnel Network" Between Hideouts
i got an idea....if ur out of the fight and u need to get to another hideout...suicide and then respawn at that hideout the result is the same, a 60 sec ride to that new hideout costs you a death on the scoreboard.....bam!
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Bluedrake42
- Posts: 1933
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Re: "Tunnel Network" Between Hideouts
Except this would work even if the hideout was over run in theory. Also you wouldn't be able to keep your kit that way.Anderson29 wrote:i got an idea....if ur out of the fight and u need to get to another hideout...suicide and then respawn at that hideout the result is the same, a 60 sec ride to that new hideout costs you a death on the scoreboard.....bam!
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Spec
- Retired PR Developer
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Re: "Tunnel Network" Between Hideouts
By the way guys: Delayed exit from vehicles is hardcoded from all we know. It was discussed once, regarding a simple delay when exiting a normal vehicle. Devs said no.

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tommytgun
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Re: "Tunnel Network" Between Hideouts
Haha, someone's been playing Command and Conquer: Generals 


