P.S Trenches sound like an idea to.
deployable cover
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RGG:Dale
- Posts: 1024
- Joined: 2007-01-07 19:11
deployable cover
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
P.S Trenches sound like an idea to.
P.S Trenches sound like an idea to.
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MMad
- Posts: 190
- Joined: 2006-03-26 02:36
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.
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.
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.
Just some ideas. Not sure if any of this would be the right thing for PR, but they're fun to think about.
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
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RGG:Dale
- Posts: 1024
- Joined: 2007-01-07 19:11
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.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.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.
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mammikoura
- Posts: 1151
- Joined: 2006-09-19 04:26
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{XG} non_compliance
- Posts: 225
- Joined: 2006-11-27 14:42
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Wasteland
- Posts: 4611
- Joined: 2006-11-07 04:44
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.
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
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
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Thunder
- Posts: 2061
- Joined: 2006-05-30 17:56
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.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

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coolhand
- Posts: 387
- Joined: 2006-05-23 18:50
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.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.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.
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But having objects that can be assembled as defense structures sound great too.

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