Tracking civi cars

General discussion of the Project Reality: BF2 modification.
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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Tracking civi cars

Post by W.Darwin »

Hello, I made this thread in general forum since Suggestion section of BF2 :P R never accept my posts.

Here it is!


I thought about it for 10 seconds (heh)

And I Wonder if it would be possible to track civilian car And/or shut off their engine when taking damage instead of configurating them to have such a low HealthPoint bar. (uhh)


It would be more realist if , lets say, a Blurfor AR starts shooting at a Civi Car full of Opfor, And the bullet destroy the tires, tracking it, or disrupt the engine cycle, and shut it down.
Forcing the passenger to bail and take cover behind the Car.

WITHOUT THE CAR EXPLODING FROM BULLET


...
..
..

Hm.. I think it would provide much more interesting battleground, since we could sometimes see a convoy of 2-3 vehicule going on a frontline and setting their car as barricade to engage fire on the enemy!!

What do you think :D


Is it even possible ?
Also, the combat engi kit would be more useful now, we could even see squad name like '' logistic'' or '' Car repair '' Idk..


Overall, make the Vehicules a source of security, instead of exploding props.









Too much explosion...
(it would also apply for Techies, Harder to destroy, but now they could be paralyzed.. Good deal no ? )
Last edited by W.Darwin on 2015-12-18 18:08, edited 1 time in total.
Reason: Typos
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Tracking civi cars

Post by mat552 »

Just so you know in the future, the suggestions forum is moderated, only approved posts go through.

So you've been making suggestions that the powers that be don't think are worth discussing.

That is not a cue to make a post in another forum with a suggestion.
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.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Tracking civi cars

Post by W.Darwin »

Sorry :/ please don't delete the thread I think its a good point..


Also, I Wonder if we could get updated models of Vehicules.

I saw recent video of Insurgent Wielding steel plate on their weaponized car

Like a video i saw with a SPG techie, the driver was protected by metal plate on the front and side, leaving only a small portion of field of vision throught a hole in the plate.

Same for Garry.


IT would be nice, instead of having a cracked windshield :3


Also, I believe adding metal plates on cars would'nt be too hard to modify and code .. :D






And at last,
since the ''roadblocks'' are mainly glitched and used for barricades.

Why not call them ''barricades''
And get a new skin for them, looking more like metal plates and wooden planks, body part of vehicule wielded together.

And as for the 'base' wich is dirt right now, it could be low poly piles of tires, or bricks. or low poly Metal plates.

Idk, something more urban than dirt and pots :P



Same could be applied for Blufor deployable assets!
What if we could get the Big sandbags
Image

Instead of having a mountain of sand popping out of the ground ?
It would give a more solid and neat look at the fobs :D


I could give a hand on that. Just gotta link me some tutorial in PM if u like. here a quick draft of what ''skill'' I got. Sorry if its kinda unrelated, I rarely model in 3D..

--->http://i.imgur.com/VOTDPN7.jpg
(this drawing was entirely made on computer with mouse therefore right hand. And im lefty )
Last edited by W.Darwin on 2015-12-18 19:24, edited 6 times in total.
Acecombatzer0
Posts: 554
Joined: 2010-09-26 14:10

Re: Tracking civi cars

Post by Acecombatzer0 »

I disagree with the DEV team's decision to filter out the suggestion thread, however I understand why they did it

Most suggestions are
-Impossible with the Bf2 engine
-Not realistic or goes against PR gameplay
-Or suggesting equipment for a faction that has active military advisers
-Or suggesting an equipment/faction, having simultaneous no intention to model said equipment or faction

In this case, shooting out tires on a vehicle and preventing them from exploding is impossible in the BF2 Engine
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Tracking civi cars

Post by W.Darwin »

Ace, i know that. What i meant is emplementing a similar mechanic as for Heavy asset, just like how a Chopper can loose its throttle, or a APC can be tracked.

My explaination might be difficult to understand I apologise, I never meant to describe a hitbox with determined reaction.. You get it?..


What I meant is. A smallarm shoot at a vehicule, wherever it is, and it might destroy the tires or turn off the vehicule engine, instead of making it smoke and catch fire



But OVERALL, an exploding vehicule is quite rare and most likely will not happen.
In these case, most of the time the gaz tank will collapse and ignite a massive fire.

(I think this would be better than an explosion, maybe a little Boom and a 20 seconds flame particle animation)
Last edited by W.Darwin on 2015-12-18 19:41, edited 2 times in total.
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Tracking civi cars

Post by X-Alt »

Boring, keeps overcomplicating the game.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Tracking civi cars

Post by W.Darwin »

This game is already perceived as an ''arcade'' milsim .. Nothing ''overcomplicated'' u nub :)
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Senshi
PR:BF2 Developer
Posts: 358
Joined: 2010-04-29 10:44

Re: Tracking civi cars

Post by Senshi »

Destroying "parts" of a vehicle is possible, but it's not really beneficial for gameplay. It costs quite a lot of performance (network traffic especially, which already is very stressed), and the actual "realism" gain stands in no proportion. And as said, there's no benefit to gameplay: A disabled vehicle would have to stay around forever-ish, another stress factor for the engine, or magically disappear as wrecks do (not that realistic either).

Armored technicals would be possible, sure. Go ahead and make them, and they actually might have a chance of being added. That's the general procedure for new assets: Create them, offer them, and see if a mapper wants to use them. Voila, new asset in PR. Easy, right?

Random, not-thought-through ideas like these here however won't really be considered by anyone.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Tracking civi cars

Post by W.Darwin »

Didn't talk about destroyable part. I meant to replicate the effect we can see on APC's TANK's and CHOPPER

When chopper loose power and crash, im sure same could be applied to Cars.

And as for random car left on the battlefield, its already the case for most of the time in Insurgency mode.

If u read my post, Car still get destroyed, only, they do not explode, the Wrecked model is the same, but instead of exploding in fury, A fire set off on the car for a little moment and then its the regular Wrecked skin showing up for a moment. like usual.

The point was mainly to have car that doesnt kill us with unrealistic explosion,

And replace it with APC tracking system, or Chopper engine failure system.



I also suggested someone to PM me.. I think I could model an up-armored SPG , i just need to know how to get the SPG jeep in 3dsMax .. and vice versa
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Tracking civi cars

Post by X-Alt »

W.Darwin wrote:This game is already perceived as an ''arcade'' milsim .. Nothing ''overcomplicated'' u nub :)
That's why people come here, not to play tactical reloading simulator.
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