deployable cover

Suggestions from our community members for PR:BF2. Read the stickies before posting.
RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

deployable cover

Post by RGG:Dale »

i know that this will mean more to people who have played battlefield 2142 but im thinking about things such as sand bags which are in the back of a humvee or chopper which you can take out the back and place on the ground. so in affect you can place it across a street so crossing the street wont be so dangerous or you can ask the commander to send tank traps down on a parachute this is obviously a thing for the future releases :-D
P.S Trenches sound like an idea to.
Surround
Posts: 609
Joined: 2006-12-10 23:49

Post by Surround »

Deployable trenches? okay... :-?
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

;)
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
egg[/COLOR][/COLOR][/COLOR]

Image
MMad
Posts: 190
Joined: 2006-03-26 02:36

Post by MMad »

This kind of thing has historically been a huge can of worms with BF games - all mods I'm aware of that has had deployable of different kinds have ended up with bugs, glitches, exploits and all kinds of nastiness as a result. It has been done successfully, but never without difficulty (that I'm aware of). :)

The best way to do something like this would probably be for the mapper to place objects in that map that could be constructed by players. Like a sandbag bunker foundation that's just an empty square at first, but can be "repaired" by an engineer into a complete bunker, almost RTS style. :P Or it could be triggered by a supply crate, or by a CP changing hands.. Or you could have player deployable objects that could only be placed in predefined areas, although I think that would be a little unintuitive.

Just some ideas. Not sure if any of this would be the right thing for PR, but they're fun to think about. :)
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

lol we should have para drop bunkers.

Requesting bunker!

2 minutes later.... whump... YAY!
Image
RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

Post by RGG:Dale »

MMad wrote:The best way to do something like this would probably be for the mapper to place objects in that map that could be constructed by players. Like a sandbag bunker foundation that's just an empty square at first, but can be "repaired" by an engineer into a complete bunker, almost RTS style. :P Or it could be triggered by a supply crate, or by a CP changing hands.. Or you could have player deployable objects that could only be placed in predefined areas, although I think that would be a little unintuitive. :)
i have to agree with the bugs and glitches, but the idea of a engineer building or fixing a bunker or wall of sand bags seems like a good idea.
RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

Post by RGG:Dale »

Figisaacnewton wrote:lol we should have para drop bunkers.

Requesting bunker!

2 minutes later.... whump... YAY!
lol :mrgreen:
duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

Figisaacnewton wrote:lol we should have para drop bunkers.

Requesting bunker!

2 minutes later.... whump... YAY!
laughing my fcukin arse off!
mammikoura
Posts: 1151
Joined: 2006-09-19 04:26

Post by mammikoura »

lol @ para drop bunkers.
But having stuff that the engineer could run to and "fix" it and it would end up a bunker or something would be great.
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Post by IAJTHOMAS »

But in essence that's just the same as one put in the map as a fixed object. But with more effort required.
dunkellic
Posts: 1809
Joined: 2006-02-07 15:41

Post by dunkellic »

'[R-DEV wrote:eggman'] ;)

...hehe....
Image
{XG} non_compliance
Posts: 225
Joined: 2006-11-27 14:42

Post by {XG} non_compliance »

This could be cool.. although it would be used to 'trap' friendlies though. :D

/mr. negative
Wasteland
Posts: 4611
Joined: 2006-11-07 04:44

Post by Wasteland »

I like the idea of engineer deployed sandbags or tank barriers. But the tank barriers would have to take a long time to set up, and hostile engineers should be able to remove them with wrench or C4, or two spec ops SLAMs.

And sandbags should be destructable by a single explosive round, such as a tank shell, arty, nade, GL, RPG, etc.

Just please please PLEASE never impliment a shield.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
BluDragon
Posts: 27
Joined: 2006-09-28 23:42

Post by BluDragon »

yea i lwas giggling a lil bit at some of this thread so far. Esp the deployable trenches part.
Image
danthemanbuddy
Posts: 842
Joined: 2006-11-12 19:07

Post by danthemanbuddy »

Sandbox could do it... So :)
Viper5
Posts: 3240
Joined: 2005-11-18 14:18

Post by Viper5 »

The engineer fix idea is good. As long as we cant whip out a huge 10x6 sandbag piece like in DC
Thunder
Posts: 2061
Joined: 2006-05-30 17:56

Post by Thunder »

MMad wrote:This kind of thing has historically been a huge can of worms with BF games - all mods I'm aware of that has had deployable of different kinds have ended up with bugs, glitches, exploits and all kinds of nastiness as a result. It has been done successfully, but never without difficulty (that I'm aware of). :)

The best way to do something like this would probably be for the mapper to place objects in that map that could be constructed by players. Like a sandbag bunker foundation that's just an empty square at first, but can be "repaired" by an engineer into a complete bunker, almost RTS style. :P Or it could be triggered by a supply crate, or by a CP changing hands.. Or you could have player deployable objects that could only be placed in predefined areas, although I think that would be a little unintuitive.

Just some ideas. Not sure if any of this would be the right thing for PR, but they're fun to think about. :)




that would be the best way to do it IMO it could provide some tactical challeges as well do you push forward or dig in and defend.

screw deployable sand bags, its a good idea on paper but a waste of effort as it goes so horribly wrong ingame. just use smoke and fall back instead
Image
coolhand
Posts: 387
Joined: 2006-05-23 18:50

Post by coolhand »

MMad wrote:
The best way to do something like this would probably be for the mapper to place objects in that map that could be constructed by players. Like a sandbag bunker foundation that's just an empty square at first, but can be "repaired" by an engineer into a complete bunker, almost RTS style. :P Or it could be triggered by a supply crate, or by a CP changing hands.. Or you could have player deployable objects that could only be placed in predefined areas, although I think that would be a little unintuitive.
:)
I love that idea. Actually, if mappers can make 'broken' objects that can be repaired by engineers, I think that might actually be a lot more fun that having to watch a flag go down, turn white and then go up again. It could be the next evolution of AAS - a mixture of the CPs we have now, and a few CPs where engineers would have to 'fix' the objective, or destory it for that matter in order to cap it.

But having objects that can be assembled as defense structures sound great too.
Image
The only time you have too much fuel is when you're on fire.
Thunder
Posts: 2061
Joined: 2006-05-30 17:56

Post by Thunder »

some arty pieces on a hill would require you to keep them in repair to control/spawn there?
Image
Post Reply

Return to “PR:BF2 Suggestions”