Deployable asset foundation

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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Deployable asset foundation

Post by W.Darwin »

[R-CON]Ratface wrote:
''I would imagine... ''

''Darwin, I wouldn't get too personal... .''

I'll start with my second quote.

The thing with opinions of other is that. Yes. It is very interesting to share thoughts!

Althought. I don't see the nessecity of getting so specific about every little details that could go wrong when everything is merely a concept.

But you are right, I could make a text of two thousands words and explain all details of my idea behind the concept. Yet, I think its unnessesery to expose such complex thoughts over a forum. If anything, Liam is not going to be part of the development of this project.

And also, I want to keep the idea as basic as possible so you, and other devs, can imagine their own vision of the concept without being influenced. As time unfold, we can adjust our vision as the project evolve.

I just didn't like his attitude of everything being rushed and negative.


Now. eeh.. sorry for the long explaination..




Since it is asked, this was my actual Idea,

First, As HESCO take sometimes to build up, you need to gather debris and sand. I thought of using the HESCO wisely. I found few reference that can tell give you some insight


Like this Guard tower how is mainly metal framed with few HESCO bag ontop.
Image


Or this one who is not HESCO based at all

Image


For Roadblock the police sometimes use deployable walls like theses

Image



So there are alternative to the HESCO barrier, wich we all know would take a good amount of time to build.

But here is my other idea.

If we use Heavy assets with HESCO based defense here is what message that could be displayed if you try to use it as a new SL (As it require 4 large crates, probably some new player would try to use it with only 2 )

'' WARNING! : The heavy forward outpost take extensive time to build and require 4 large crates ''

This way, we could actually make them extensively long to build!

Meaning in the future, we could have dedicated squad that would call themselve '' Outpost ''

Or any name of the kind. They would pick up 2 Combat engi and Concentrate themselve on building the asset.

I think if the building time is long enough (without taking 20 minutes) let's say...to dig a (theorical) Hesco based Roadblock Razorwire like on my first post image. It would take the full squad (8 man) that dig it for 1 full minute.

In comparison, I think a regular razorwire takes like 8 second to build if all the squad gets on it.

These fobs would be literally impossible to dig alone.

I heard a regular fobs take around 45 shovel hits to be finished. Lets make the heavy fob around 300.

Or just make the theory that every asset require 8 time more shovel hit.

So building a Heavy FOB is like building a Super FOB alone.

(Wich I done in the past, its long haha)


(edit:Also, if we are going to remove the Dirt foundation, The undigged assets could be empty HESCO so the Squadleader can know the proportion of his FOB.

It would be could, cuz Hesco would provide visual cover, but would still be penetrable by bullets :) )







Here's a little draft of what could the roadblock looks like..

Image

I know the orange color make it looks like wood, but imagine its metal



Update, I forget few things

Image


Aaaand I added little wall on the side so if you align them the Cement blocks wont keep it from being tightly setup

(in case its angled)

(Also, these side wall on the edge could have no influence on the deployment so they could stick into wall or into the other roadblock.. For efficiency.. :D )

Image
Last edited by W.Darwin on 2016-03-12 20:10, edited 6 times in total.
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: Deployable asset foundation

Post by LiamNL »

Police barricades are not really of any use as we are talking about a military focused game. Also without feedback anything can fail horribly.

Also I'm curious, could you provide raw drafts of what you would think the heavier deployables would look like, what are their characteristics in hitpoints and size, shovel time etc. It is good to think things through before you start messing about in a 3d modelling program.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Deployable asset foundation

Post by W.Darwin »

(Edit: I was replying to Liam. But I changed my mind. I'm not talking to this guy anymore. I can do that? :D )
Last edited by W.Darwin on 2016-03-12 20:23, edited 5 times in total.
Reason: Deleted post
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Mineral
Retired PR Developer
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Location: Belgium

Re: Deployable asset foundation

Post by Mineral »

Darwin, if you can't deal with feedback, both positive or negative, both nitpicking or too broad, both bad or good feedback , both suggestions or demands, then don't get into modding. This is thread number 10 or so where you get all defensive when somebody says something to you that you don't appreciate.

Imagine everytime you make a suggestion, we as devs come to you and say
'I don't see the nessecity of getting so specific about every little details' or 'please don't be so demanding' or 'you aren't part of the development of this, no need to post feedback'.

It's getting rather annoying that everytime liam or somebody who posts in similar fashion you make the thread go off-topic. Learn to deal with it or stop posting yourself.

If you want to start modding then no you can't go and ignore people just cause you don't appreciate their post. And especially don't go off-topic everytime and post about how they write instead of focusing on the arguments that were given.

I doubt you will given much help from our side in the future if you keep this up :s .
Image
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Deployable asset foundation

Post by W.Darwin »

THIS POST IS UNRELATED TO THE THREAD AND ONLY TREAT ABOUT AN ISSUE WITH A MEMBER OF THE FORUM


There was only Liam so far. And a guy called Skyemporor who teamed up with him to hate on me.

Mineral. I enjoy being critisized. I enjoy constructive comment and hard to take comment.

But Liam is just bringing pointless argument to my eyes. I don't like the guy. Mineral, are you asking me I should love everyone at all time?

This is really personnal and specific to Liam. He has been very outrageous and arrogant towards me, repeating multiple time all my ideas were bullshit and I could'nt process common sense before posting. He just bring all the worst case scenario and become very specific on details that are not revelant at the moment. He uses un-friendly way of writing and overall is not making anything progress.


I would get specific if I was becoming a DEV and actually providing consistent product, But This is merely just paper talking.. I mean.. ): ..



Look mineral , this was his entrance in the thread,
LiamNL wrote:What is the actual function of it being harder to destroy? Do you want to get people to spend more c4 or autocannon rounds on it and be amazed that something would survive a direct tank shell? Do you want to make them something more dependable than the ordinary fob as it takes more effort to destroy? Do you want to just build sand castles on top of hills that nobody else can use due to it being difficult to destruct.

Why did he need to repeat the same question in 4 different way? And when you read this honestly, don't you feel its a bit mocking me? Because this is how I felt. I felt like he was mocking the idea.


Still, this was my reply to his first comment. I was polite. I just asked him to try to be more conscious of his word because the words you choose have impact on the reader.
Liam I honestly want you to take a step back and observe how much demeaning your replies always are.

You seem to look at everything from above, as if you were superior to anyone.

You might not be conscious of this behavior but it is very irritiating.

Thank you.

Instead of being comprehensive of my honesty toward my discomfort to his attitude, This is what he replied to me.
LiamNL wrote:Not making this a confrontation between us again, I merely asked questions about the suggestion of harder to destroy assets, I aimed my comment at the actual suggestion and asked how you would envision it being a thing, and what it would add to the game.

Now if you could only come round to answering the questions instead of trying to find some ulterior motives to my comments that would be great.
Basically, he was thinking I was ''Confronting'' him. He is the one that is defensive.

This is an other example, That's how he entered in my thread called '' Campaign mode! ''
What did I tell you about thinking before posting, nevermind it even being the wrong subforum (there is a dedicated suggestion subforum).

Engine limitations mean that most of this is not possible, it's been suggested in to oblivion. There already are servers that host scenarios from time to time (e.g. hostage rescue, securing location etc.)

Main base has a dome of death for a reason (to prevent spawn killing and asset killing) so unless there is a map with a main base like location in the playable area not happening. And let's mention the poor devs who would have to work on your newest brain abortion and the amount of time needed to code, setup maps for it, make the actual assets for it, etc.

At least one improvement in your rambling, you at least think of a way it could be implemented (through still probably not going to happen)

Oh and ofcourse the door controlls would be the most interesting gameplay of all, sitting still waiting for a random guy to respawn at main so you can **** around controlling the ways in and out. I mean seriously the reason that they don't have air defenses at main bases because it would take too many people away from the battlefield should indicate what the devs would think of an entire squad sitting on their *** opening and closing doors for a living.

I know I sound negative in almost all encounters with you and your idea's but seriously just stop suggesting this kind of nonsense.
I highlined the Red as Arrogant
And Blue where he doesn't know what
he is talking about. In general this ''Critic''
was pointless, he was bascially telling me
my idea was shit. Not actually trying to make things progress,
just plainly trying to mock me.

And that's not even the worse comment, I don't remember where are those where he literally shit on my head.

Also, here is an other example of how LiamNL is mocking me and also how unable to grasp the idea I am suggesting (While everyone else seem to understand what is the subject I am exposing)

https://www.realitymod.com/forum/f10-pr ... hed-3.html



Listen,
everytime He was coming in my thread, he was being arrogant and mocking my ideas.
And at all time, I tried to make him realise that his attitude was making my discomfortable, irritated.

But everytime I share my feeling to him, trying to make him understand
that the way he communicate make me feel bad, he say that i am ''Fighting''
with him and ''confronting'' him.. And then he starts to argue about THOUSANDS of things that are not related to the topic.

All I wanted since beginning is him using better words, and try to be reasonnable.

Like his last questions..
LiamNL wrote:
Also I'm curious, could you provide raw drafts of what you would think the heavier deployables would look like, what are their characteristics in hitpoints and size, shovel time etc. It is good to think things through before you start messing about in a 3d modelling program.
Why is he asking me this question?

I was never part of the programation of the game? I barely can make 3d stuff..

This is what I mean, He keeps asking wierd questions and with a arrogant attitude...

And until I become an integrated part of the Development team, I will NOT feel like I need to owe any information to anyone. As far as now, I am only an other member of the forum who enjoy this Videogame. I am posting suggestion and little bit of 3D work. Nothing big. It is not my duty yet to make things happen in PR. So I have no Official responsability.

My actual goal is to communicate with you, the DEV's and pick your interest to make new interesting content.
And if I can help, I will be glad to do what I can.

Debating with an other Forum member who never done programmation or modelling is pointless to my eyes.
(unless he is interesting and friendly)


And I stand on my point. I am not adressing to Liam anymore.
THANK YOU FOR COMPREHENSION
Last edited by W.Darwin on 2016-03-13 18:15, edited 14 times in total.
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: Deployable asset foundation

Post by LiamNL »

Asking for details is still considered bad, apparently the only I can do is not reply. Anything against you is seen as pointless it seems. Nobody was there to hate you specifically people voiced their annoyance at frequent threads that went nowhere and were in the wrong subforum.

And you seem to be nitpicking the only times I actually did something I regret, but you don't provide the other side of the coin where you also insult me or ignore any valid criticism I might have given.

So might I repeat my question, how would you envision this working aside from it taking longer to shovel and providing some extra cover? There are after all many things to take in to account when designing anything for PR.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Deployable asset foundation

Post by W.Darwin »

Liam there are no worthy conceptual power behind the game you are playing with me. Stop your bullshit

You don't have a place in the romantic apocalypse. Zou are not ze Captain, Silence!
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: Deployable asset foundation

Post by LiamNL »

If it was a game you wanted me to play then you should've told me. But that is another matter entirely.

You came up with the concept of alternative deployables, you started some 3d modelling on them, then why is it strange to ask how it would be envisioned? To how it would differ from what we have now, as said before, would it provide extra cover, would it be harder to detect due to smaller or bigger size, would it be more durable. These are some of the things I think of when you suggest something about deployable objects.

Now if you could actually start looking past the person and at the actual concerns I'm trying to raise. Oh and that I like something and made a profile picture out of a scene that amuses me has nothing to do with the entire reason for this thread.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Deployable asset foundation

Post by W.Darwin »

No. I didn't start 3D modeling on anything. I just gave visual support over A textual suggestion.
these modified asset took me 3 minutes to create. Far from any serious modelling.

If you want to see 3D modeling, look on my latest thread 3DsMax9.

The problem with you is that you ask too many questions.
I could answer them if they were asked politely.

Reading your posts doesn't interest me because they are rude. And you have been disrespectful to me.
No, I will not ONLY look past the person because we are human.

Yes I have answered most of your questions even if your attitude irritate me.

If you want complete answers with insight from people that you communicate with, it is to your advantage to use respectful words.

:)
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: Deployable asset foundation

Post by LiamNL »

Still not looking past the person, still haven't answered the questions in a constructive way, the only thing you have answered from before is that it would take longer to shovel and require more supplies but further than that I am still in the dark about how it should look, what kind of thing it is (is it made out of hesco or ordinary sandbags etc.) and more.

It's easy to suggest a basic thing, but with the level of detail that PR has in almost every aspect it takes quite a bit more from the devs to take your suggestion and put it in to something usefull, so it wouldn't hurt to think a bit further and discuss with others how best to have the layout, and other such trivial matters.

And your perception of me is that of an annoying and arrogant person, due to that perception everything I type and you possibly (but most likely not) read would be perceived as rude, arrogant, annoying, insulting, etc.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Deployable asset foundation

Post by W.Darwin »

Because I will not ''answer this question'' or as I see it, ''comply to your desire'' .

We have a brain that allow us to imagine by ourselve.
And,
My intention was not to present a project.
The idea was to make a suggestion. Wich I did.

My point is exposed.

I do not feel the need Right Now to invest more time into this option.

The dev's are more aware of the engine limit and they can think about interesting concept
if they are interested. Rhino was more or less interested,This is monday and maybe some other devs will look into it.
they might even post replies and come with their own ideas of the suggestion! :)


You might try this yourself too! Imagine an interesting scenario for this suggestion and express your positive thoughts with us :D

Honestly, I haven't thought about the details. And I will not. I am busy at other things right now. :)










Image

Image

We should get the option of Right-Click any asset and have a ''upgraded'' Version of it.

Of course, it would take longer time to build, but i'm pretty sure it would be interesting!

Here a quick brainstorm,


Left click

Light FOB
Razorwire
Foxholes
AA
HMG
TOW
Mortars

Rightclick

Heavy FOB
Roadblock Razorwire
Guardtower
AA
HMG
TOW
HESCO mortars

Since it is asked, this was my actual Idea,

First, As HESCO take sometimes to build up, you need to gather debris and sand. I thought of using the HESCO wisely. I found few reference that can tell give you some insight


Like this Guard tower how is mainly metal framed with few HESCO bag ontop.
Image

For Roadblock the police sometimes use deployable walls like theses

Image


So there are alternative to the HESCO barrier, wich we all know would take a good amount of time to build.

But here is my other idea.

If we use Heavy assets with HESCO based defense here is what message that could be displayed if you try to use it as a new SL (As it require 4 large crates, probably some new player would try to use it with only 2 )

'' WARNING! : The heavy forward outpost take extensive time to build and require 4 large crates ''


I think if the building time is long enough (without taking 20 minutes) let's say...to dig a (theorical) Hesco based Roadblock Razorwire like on my first post image. It would take the full squad (8 man) that dig it for 1 full minute.

I heard a regular fobs take around 45 shovel hits to be finished. Lets make the heavy fob around 300.

Or just make the theory that every asset require 8 time more shovel hit.


(edit:Also, if we are going to remove the Dirt foundation, The undigged assets could be empty HESCO so the Squadleader can know the proportion of his FOB.

It would be could, cuz Hesco would provide visual cover, but would still be penetrable by bullets :) )


Here's a little draft of what could the roadblock looks like..
Image
Image

I added little wall on the side so if you align them the Cement blocks wont keep it from being tightly setup

these side wall on the edge could have no influence on the deployment so they could stick into wall or into the other roadblock.. For efficiency.. :D




Since this is a new page, I thought quoting what was suggested by me so far could've been refreshing ^^
Last edited by W.Darwin on 2016-03-14 10:31, edited 2 times in total.
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: Deployable asset foundation

Post by LiamNL »

I have supplied suggestions and put them in the correct subforum, being the suggestion subforum instead of the general discussion section. Also you keep bringing up the "engine can't run it" argument I used on another suggestion of yours in this thread, this comment is the first time I've mentioned it on this concept.

And if you haven't noticed yet, I have already voiced that I approved of the idea of roadblocks and razorwire becoming seperate deployables, I have not yet said that this suggestion is bad. I have asked several times about specifications on the suggestion you have thus far still failed to deliver, and upon which I was to create my own opinion of the suggestion instead of only feeding either negative or positive (which you seem to only want) feedback.

As for the heavy and light variants of other deployables I would presume that most players would just put down a normal FOB as it is less of a time sink, and you haven't provided any positive reasons other than that for building a heavy variant (it might be made once upon a blue moon when someone gets the idea of putting a FOB on the frontline). In other aspects as well if the heavy FOBs only advantage is more cover then we could just as well get back the old FOB sandbag huts.

Also I believe that the devs already shot down the hesco base TOW emplacement down for not finding anything close to it, and police barricades are police barricades and thus not used by military forces.

All my feedback on this thread. Oh and the bad thing about asking somebody to use their imagination is that everybody comes up with something different in their head.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Deployable asset foundation

Post by W.Darwin »

Liam, your posts are straying away of the main purpose of this thread again with your opinions of how things should be done, and how better you are because I posted in the sub-forum.



Stop it with your complexed situation. I will not answer your questions.


The reality is, this thread is HERE. And no one else is complaining but you.

You are not beneficial to this thread, all you expose is your ''presumings'' you only presume what would happen with your BAD imagination. Because no, I think its actually a good thing that we all have imagination because it let us see the personnality of each others, some people have imagination that are creating only the best, some people, like you, can only imagine shitty concept.

Because so far, your imagination was not able to conceive interesting idea for my suggestions. While other members of the forum had multiple interesting ideas in their head and were able to appreciate the concept.

Your mind is full of shit im sorry. You only imagine the worst and this is not my fault.



Stop polluting this thread thank you :)


This text is invisible , and is only meant for Liam, since he loves me so much, I start to feel my messages are intimate and only for him. <3

Also, I don't want to polute the thread with tons of text :)
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: Deployable asset foundation

Post by LiamNL »

There is a private messaging system on this forum, but you seem to forget that. You seem to read what I'm trying to say but not understand it, as you are merely reacting on the fact I comment instead of what is inside the comment, you do pick some things to mention from the comment but not any of the constructive criticism towards a topic we should be discussing but you are leading me away from by constantly dismissing everything I say just because of the person instead of the actual things being said.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Deployable asset foundation

Post by W.Darwin »

Liam, its simple. I know what you want. You want me to make you a professionnal document on every details related to the development of alternative Forward Outpost Asset.

You want me to take the time to evaluate all the variable and all the details of the construction of such content.

I answered you. My answer is NO. No I will not make this for you. No I don't have the time to look for all the data of the actual FOB assets and then evaluate what programmation would be appropriate for the Heavy FOB assets in order to be efficient and realist.

Yes we can start to elaborate on multiple potential scenario on how would the player either choose to use Heavy FOB or Light FOB.

But you do it wrong. You just come at me and bring all the negative and expect me to counter-balance by thinking more positive than your negativity.


I am not interested in debating with you Liam. Until you become more positive and share your insight and constructive thoughts on the suggestion I will not be interested.

And saying '' I like this idea '' Is not a constructive comment, just like saying '' This idea is **** ''.
















Did I tricked you? You thought there was other hidden text over here isnt it? hehe :D
LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: Deployable asset foundation

Post by LiamNL »

Can't give constructive criticism if there is nothing to give it about, which is why I keep asking for details, not imagination of how something should be in my mind whilst this is your brain child.

Also there is no reason for you to keep "hiding" your text, it's just plain annoying to me and others. And no I'm not asking for a technical document with everything to how many damage points it can take to it's behaviour within the game world, all I'm asking for is rough lines of the concept, that shouldn't be hard to think up. What would be the difference between heavy and light in these deployables, what would be the benefit of having a heavy versus a light version. If nothing is told about this then there is no way to give criticism on a constructive level. Suggesting things is easy, thinking those things through and actually starting a discussion about certain aspects of something is harder. What I'm still looking for is the discussion, not a trivial discussion about why you should or shouldn't disclose information that is still not there between us here. But information about the suggestion, what would it take to destroy the heavy variant compared to the light one, would it have a higher profile, should it be more limited in number than normal FOBs, should it take up an actual FOB slot, what amounts of heavy deployables could you put down, do they take one or more spot from the light or are they separate.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: Deployable asset foundation

Post by W.Darwin »

'' it's just plain annoying to me and others. ''

I hope other people are not interested to read this.

You are so much butthurt that you embarass other members to post on this thread, Miss Liam.

You talk like I owe you something. It's very personnal man. You ask me to make you happy basically, and if I am not interested, you start to pollute my thread with never-ending complain. you are the one who is a ''child''.

I will look in my thread and find the answers that I already wrote.

Just for you my little bunny <3


[Edit]
Alright,
So I navigated through the thread and this is what I got.

First, the funny one,
LiamNL wrote:And no I'm not asking for a technical document with everything to how many damage points it can take
LiamNL wrote:Also I'm curious, could you provide raw drafts of what you would think the heavier deployables would look like, what are their characteristics in hitpoints and size, shovel time etc.

Erhm.. :D

Then you misunderstood the concept of the TOW I placed, So I will make the correction for anyone who would have thought the same thing,

No. The TOW is not heightened, the HESCO barrier you see on the image I created is just like the Pile of Dirt we usually see. it's the foundation.

LiamNL wrote:the heightened TOW emplacement
Image

Now, your latest questions,

''What would be the difference between heavy and light in these deployables, what would be the benefit of having a heavy versus a light version.''


Here are some Quote,
We should get the option of Right-Click any asset and have a ''upgraded'' Version of it.

Left click

Light FOB
Razorwire
Foxholes
AA
HMG
TOW
Mortars

Rightclick

Heavy FOB
Roadblock Razorwire
Guardtower
AA
HMG
TOW
HESCO mortars

As it require 4 large crates, probably some new player would try to use it with only 2
'' WARNING! : The heavy forward outpost take extensive time to build and require 4 large crates '' Could be displayed if attempted with 1,2,3 crates.
The undigged assets could be empty HESCO so the Squadleader can know the proportion of his FOB.

It would also provide visual cover, but would still be penetrable by bullets
Last edited by W.Darwin on 2016-03-14 19:17, edited 5 times in total.
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Mineral
Retired PR Developer
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Joined: 2012-01-02 12:37
Location: Belgium

Re: Deployable asset foundation

Post by Mineral »

We are done here! Don't try to open a new thread thinking the same thing is allowed to happen again. Community modding section is something we as DEV's are passionate about (it is our home) and I won't allow you to waste their time with useless spam. Get over yourself. Simply ignore a post if you don't like it.
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