Destructable Assets.
-
Maistros
- Posts: 743
- Joined: 2006-11-30 11:18
Destructable Assets.
I just thought about this, and figured I would post it.
It would be nice to see more battlefield assets be destroyable, and certain ones not be repairable.
Bridges
They are currently destroyable but should be harder to destroy.
They also should not be repaired by a wrench. Bridges, if at all repairable, should only be able to be repaired with one support vehicles and a minimum of 3 engineers wrenching at the same time. It should be an organized task, and not a 3 second, one man solution.
Runways
(Yes this has been suggested before but I am expanding on it)
Are not currently destroyable but should be. Runways should have multiple break points like bridges do. They should be repaired with a support vehicle, and two engineers. They should only be destroyable by heavy bombing or a ridiculous amount of C4. Like 4 C4 charges.
Small Bunkers
They are not currently destroyable but should be. This would greatly improve the dynamic of the objects, the game-play, and the "asset defense" required to control CPs on the maps.
Sand bag bunkers should be destroyable by Tank Rounds, Heavy AT, APC Shelling, Hydra Missle Hits, Repeated 20/30mm Shelling, and Aircraft Bombing. Likewise, small cement bunkers should be destroyable only by Tank Rounds, Heavy AT, Hydra Missle Hits, and Aircraft Bombing.
Air-Vehicle Repair Stations (My Favorite)
Pilot kits should only be requested from these stations. They are the small green trailers with the flying wind-sock. (The green trailer next to the cobras in Basrah) There is a door on the side of the station that should be what you must stand near to request the pilot kit. Additionally, these bunkers should be the source of air-craft repair and re-arm. They should be placed next to runways or in the hangars, or some other designated resupply and repair area OFF the runway which requires the aircraft to land, taxi, repair, taxi, take off. They should also be placed next to landing pads and staging areas.
They should be destroyed only by Tank, 2 C4 charges, Hydra Missle Hits, or Aircraft Bombing. They should be commander placed assets ONLY, and not repairable.
Vehicle Repair and Rearming Stations
- Same as air-repair but for crewmen. Tanks, APCs, and likewise should be able to re-arm and repair at these locations. Destroyable, and non repairable. Commander placed assets that can be placed around the map as vehicle "rally" points (Staging areas)
Multiple Radar Array Stations
- Four to Six Small, Mobile Radar Arrays should be placed around the Main CP Objectives as vital assets. These radar units should be destroyable by C4, Tank, APC shelling, Hydra Rocket, Repeated 20/30mm shelling, Mortars, Repeated (4) Frag Grenades, and Aircraft Bombing. They should be repairable by Engineers.
All of them must be destroyed to disable (something) and all must be repaired to gain (something) back. (Something = enemy spotting ability, radio communication, artillary/supply call ability or SOMETHING to that effect)
Communications Tower
Similar to radar arrays but could be separate from them and single out radio communication ability.. if the comms tower is destroyed, no radio communications can be made.
- Destroyed by C4, Tank, Hydra Rockets, or Aircraft Bombing
- Commander Placed Asset only.
- If you attempt to use radio comms, instead of "Stop Yacking and Get Off This Net..." you get "Either they changed the net or our comms tower is down!!"
It would be nice to see more battlefield assets be destroyable, and certain ones not be repairable.
Bridges
They are currently destroyable but should be harder to destroy.
They also should not be repaired by a wrench. Bridges, if at all repairable, should only be able to be repaired with one support vehicles and a minimum of 3 engineers wrenching at the same time. It should be an organized task, and not a 3 second, one man solution.
Runways
(Yes this has been suggested before but I am expanding on it)
Are not currently destroyable but should be. Runways should have multiple break points like bridges do. They should be repaired with a support vehicle, and two engineers. They should only be destroyable by heavy bombing or a ridiculous amount of C4. Like 4 C4 charges.
Small Bunkers
They are not currently destroyable but should be. This would greatly improve the dynamic of the objects, the game-play, and the "asset defense" required to control CPs on the maps.
Sand bag bunkers should be destroyable by Tank Rounds, Heavy AT, APC Shelling, Hydra Missle Hits, Repeated 20/30mm Shelling, and Aircraft Bombing. Likewise, small cement bunkers should be destroyable only by Tank Rounds, Heavy AT, Hydra Missle Hits, and Aircraft Bombing.
Air-Vehicle Repair Stations (My Favorite)
Pilot kits should only be requested from these stations. They are the small green trailers with the flying wind-sock. (The green trailer next to the cobras in Basrah) There is a door on the side of the station that should be what you must stand near to request the pilot kit. Additionally, these bunkers should be the source of air-craft repair and re-arm. They should be placed next to runways or in the hangars, or some other designated resupply and repair area OFF the runway which requires the aircraft to land, taxi, repair, taxi, take off. They should also be placed next to landing pads and staging areas.
They should be destroyed only by Tank, 2 C4 charges, Hydra Missle Hits, or Aircraft Bombing. They should be commander placed assets ONLY, and not repairable.
Vehicle Repair and Rearming Stations
- Same as air-repair but for crewmen. Tanks, APCs, and likewise should be able to re-arm and repair at these locations. Destroyable, and non repairable. Commander placed assets that can be placed around the map as vehicle "rally" points (Staging areas)
Multiple Radar Array Stations
- Four to Six Small, Mobile Radar Arrays should be placed around the Main CP Objectives as vital assets. These radar units should be destroyable by C4, Tank, APC shelling, Hydra Rocket, Repeated 20/30mm shelling, Mortars, Repeated (4) Frag Grenades, and Aircraft Bombing. They should be repairable by Engineers.
All of them must be destroyed to disable (something) and all must be repaired to gain (something) back. (Something = enemy spotting ability, radio communication, artillary/supply call ability or SOMETHING to that effect)
Communications Tower
Similar to radar arrays but could be separate from them and single out radio communication ability.. if the comms tower is destroyed, no radio communications can be made.
- Destroyed by C4, Tank, Hydra Rockets, or Aircraft Bombing
- Commander Placed Asset only.
- If you attempt to use radio comms, instead of "Stop Yacking and Get Off This Net..." you get "Either they changed the net or our comms tower is down!!"
Last edited by Maistros on 2007-02-27 16:48, edited 1 time in total.
Wasn't me.
-
Determined
- Posts: 757
- Joined: 2005-09-27 02:03
'[R-PUB wrote:Maistros']I just thought about this, and figured I would post it.
It would be nice to see more battlefield assets be destroyable, and certain ones not be repairable.
Bridges
They are currently destroyable but should be harder to destroy.
They also should not be repaired by a wrench. Bridges, if at all repairable, should only be able to be repaired with one support vehicles and a minimum of 3 engineers wrenching at the same time. It should be an organized task, and not a 3 second, one man solution.
Runways
(Yes this has been suggested before but I am expanding on it)
Are not currently destroyable but should be. Runways should have multiple break points like bridges do. They should be repaired with a support vehicle, and two engineers. They should only be destroyable by heavy bombing or a ridiculous amount of C4. Like 4 C4 charges.
Small Bunkers
They are not currently destroyable but should be. This would greatly improve the dynamic of the objects, the game-play, and the "asset defense" required to control CPs on the maps.
Sand bag bunkers should be destroyable by Tank Rounds, Heavy AT, APC Shelling, Hydra Missle Hits, Repeated 20/30mm Shelling, and Aircraft Bombing. Likewise, small cement bunkers should be destroyable only by Tank Rounds, Heavy AT, Hydra Missle Hits, and Aircraft Bombing.
Air-Vehicle Repair Stations (My Favorite)
Pilot kits should only be requested from these stations. They are the small green trailers with the flying wind-sock. (The green trailer next to the cobras in Basrah) There is a door on the side of the station that should be what you must stand near to request the pilot kit. Additionally, these bunkers should be the source of air-craft repair and re-arm. They should be placed next to runways or in the hangars, or some other designated resupply and repair area OFF the runway which requires the aircraft to land, taxi, repair, taxi, take off. They should also be placed next to landing pads and staging areas.
They should be destroyed only by Tank, 2 C4 charges, Hydra Missle Hits, or Aircraft Bombing. They should be commander placed assets ONLY, and not repairable.
Vehicle Repair and Rearming Stations
- Same as air-repair but for crewmen. Tanks, APCs, and likewise should be able to re-arm and repair at these locations. Destroyable, and non repairable. Commander placed assets that can be placed around the map as vehicle "rally" points (Staging areas)
Multiple Radar Array Stations
- Four to Six Small, Mobile Radar Arrays should be placed around the Main CP Objectives as vital assets. These radar units should be destroyable by C4, Tank, APC shelling, Hydra Rocket, Repeated 20/30mm shelling, Mortars, Repeated (4) Frag Grenades, and Aircraft Bombing. They should be repairable by Engineers.
All of them must be destroyed to disable (something) and all must be repaired to gain (something) back. (Something = enemy spotting ability, radio communication, artillary/supply call ability or SOMETHING to that effect)
Communications Tower
Similar to radar arrays but could be separate from them and single out radio communication ability.. if the comms tower is destroyed, no radio communications can be made.
- Destroyed by C4, Tank, Hydra Rockets, or Aircraft Bombing
- Commander Placed Asset only.
- If you attempt to use radio comms, instead of "Stop Yacking and Get Off This Net..." you get "Either they changed the net or our comms tower is down!!"
So exactly how many guys will be defending your two or three control points? While someone is commanding. A few guys in air vehicles. Oh and the guys attacking the next flag/flags in sequence? But you got 4 or so guys repairing every damn thing at your main base which is now being camped since you have placed so much there to destroy. Bad ideas. Well thought out, but would perform poorley in game.
Destroyable bunkers sounds cool, but it would be a waste of life and time to repair such assets once they get destroyed. More than likely you would only die doing so. Also all the time you put into repairing them would be wasted when two seconds later it gets destroyed again.
The rearm, repair stations for all vehicles sounds interesting. Though making them destructable sounds bad.
Clan Name: [:NET:]Boondock Saint
Pub Name: Determined
-
Laki
- Posts: 34
- Joined: 2006-11-13 14:32
i like the bunker idea but first bunkers should be made better. nobody ever uses bunkers couse they are bullet/nade magnets. bunkers "windows" should be made thinner and more protective. then there could be a reason to blow them. with bunkers now ingame theres no need to blow them up as there is never anyone in them or atleast not defending.
-
Maistros
- Posts: 743
- Joined: 2006-11-30 11:18
Not all the assets are man repaired. Some are commander placed only, so when destroyed the commander must deploy new ones.. and awesomely enough, wouldn't have to be in the same place. Not exactly easy to camp, and they're not very easy to destroy either. First you have to have enough ordinance to destroy them, survive long enough to be there when it gets repaired or replaced, and then you would have needed to reload to destroy it again. Very unlikely that someone even in a tank would survive there long enough to "camp" the asset. Even then, there are too many assets to camp.Determined wrote:So exactly how many guys will be defending your two or three control points? While someone is commanding. A few guys in air vehicles. Oh and the guys attacking the next flag/flags in sequence?
Not a fact, but an opinion. My opinion is that they would be vital to keep alive, since they are good cover and in some maps provide a platform for strong defense. Especially if they contain mounted weapons. If you try to repair them while an active fight is happening, then sure.. you will probably die doing so.. but it's your fault for not playing smart. Not all maps have A-10s and Cobras swinging about in the air like magic and in some maps, bunkers are the placeholders for ground defense. Even then, some maps don't have tanks. Think about it this way....Determined wrote:Destroyable bunkers sounds cool, but it would be a waste of life and time to repair such assets once they get destroyed. More than likely you would only die doing so. Also all the time you put into repairing them would be wasted when two seconds later it gets destroyed again.
You're playing Operation Ghost Train. You're the Chinese, and the British are holding the CP at one of the bunkers extremely well, because they are very deeply dug into the bunker at that position. Your team has been held off for a good ten minutes and you manage to destroy the bunker they are holding.. eliminating their cover at the bunker.. making it much easier for your team to advance up on the position and kill the enemy.
There are a lot of situations where this would be an awesome dynamic to the game-play.
What's wrong with them being destructible? They're not in fixed locations and therefore are unpredictable, just like rally points. In your opinion, was making rally points destructible a bad idea? They are commander placed assets and therefore need to be placed with caution and strategy. If they're placed carelessly on the battlefield then they are likely to get destroyed. If they're placed in a smart position, they can be defended.Determined wrote:The rearm, repair stations for all vehicles sounds interesting. Though making them destructible sounds bad.
Wasn't me.
-
Determined
- Posts: 757
- Joined: 2005-09-27 02:03
I'm invisioning pub hell. People can be too spread out now at times. This sounds like something that is going to encourage that even more. Base building and repairing are more of a chore than something people would be interested in doing. Having the choice of defending/attacking a flag, or filling sandbags, I think most will choose to do defend/attack. That and if you have VITAL assets at your base, then you are want to defend them. Thust thinning out your troops even more. Its just too involved.'[R-PUB wrote:Maistros']Not all the assets are man repaired. Some are commander placed only, so when destroyed the commander must deploy new ones.. and awesomely enough, wouldn't have to be in the same place. Not exactly easy to camp, and they're not very easy to destroy either. First you have to have enough ordinance to destroy them, survive long enough to be there when it gets repaired or replaced, and then you would have needed to reload to destroy it again. Very unlikely that someone even in a tank would survive there long enough to "camp" the asset. Even then, there are too many assets to camp.
Not a fact, but an opinion. My opinion is that they would be vital to keep alive, since they are good cover and in some maps provide a platform for strong defense. Especially if they contain mounted weapons. If you try to repair them while an active fight is happening, then sure.. you will probably die doing so.. but it's your fault for not playing smart. Not all maps have A-10s and Cobras swinging about in the air like magic and in some maps, bunkers are the placeholders for ground defense. Even then, some maps don't have tanks. Think about it this way....
You're playing Operation Ghost Train. You're the Chinese, and the British are holding the CP at one of the bunkers extremely well, because they are very deeply dug into the bunker at that position. Your team has been held off for a good ten minutes and you manage to destroy the bunker they are holding.. eliminating their cover at the bunker.. making it much easier for your team to advance up on the position and kill the enemy.
There are a lot of situations where this would be an awesome dynamic to the game-play.
What's wrong with them being destructible? They're not in fixed locations and therefore are unpredictable, just like rally points. In your opinion, was making rally points destructible a bad idea? They are commander placed assets and therefore need to be placed with caution and strategy. If they're placed carelessly on the battlefield then they are likely to get destroyed. If they're placed in a smart position, they can be defended.
Clan Name: [:NET:]Boondock Saint
Pub Name: Determined
-
Hitperson
- Retired PR Developer
- Posts: 6733
- Joined: 2005-11-08 08:09
disabling radio should be easy all you need is your PC to mute your mic output then nothing is heard in TS or anything.
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
-
Determined
- Posts: 757
- Joined: 2005-09-27 02:03
and thats fine. but someone has to protect them. You would be a fool to let your airstrip get bombed to hell. Your heli or jet repair rearm stations are vital. Regardless of where they are they would need defending. Its a manpower issue. That and who are you going to find that will volunteer to sit on it? The battles rarely make it to anyones main. Some servers will kick you if you approach an unccapable. Camping is something that this mod strives to avoid.'[R-PUB wrote:Maistros']Again, not all are placed at the main base.......
I like the station thing. Pulling your jet into hangars for re up.
If you really want to institute this it should be in an objective mode. A map where these are considered objectives. Puttin into a standard AAS2 map would suck. However if you put "objectives" in certain places that have defenses you promote their defense and have successfuly made it part of the game.
Clan Name: [:NET:]Boondock Saint
Pub Name: Determined
-
Maistros
- Posts: 743
- Joined: 2006-11-30 11:18
Yeah, but I'm not talking about disabling it out of choice.. I'm talking about.. if the arrays are destroyed, you can not use radio commands like "Move out, Attack Here" or "Request Artillary" or "Thanks, I Owe You One" they all become first and third person only.. and do not broadcast over the radio to every player.
Sometimes, the defense for the rear base is holding the forward line. No one can get behind you to destroy the stuff at main if you don't let anyone through. It also would not be a constant problem. There would be downtime at some point, but then dealt with. I am definitely not for condoning a "constantly offensive" gameplay.. hell yeah it should be more involved than just "ok kill these guys, go here, kill these guys... go back there, kill those guys"
Not everyone seeks the same style of game play. Some people find great joy in defending, more than assaulting. The same way some people really enjoy being the transport pilot.. and in this regard.. some people will really enjoy being the commander, and really getting to effect the way the team plays.. and on top of that, being a few guys that are dedicated to supporting the team.
The game is about teamwork.. and personally I think there should be more facets to allow more teamwork.
Some servers kick you for approaching uncappables because there is no reason to approach uncappables.. there would be, now... other than being cheap.
and again.. not always would they be at the main cp... some would, some might not be.. even then, it would be up to the commander.
..and in the end of it all, then if no one wants to defend the things... like you think no one would volunteer to do.. then you shouldn't be worried about a shortage on the front line
Sometimes, the defense for the rear base is holding the forward line. No one can get behind you to destroy the stuff at main if you don't let anyone through. It also would not be a constant problem. There would be downtime at some point, but then dealt with. I am definitely not for condoning a "constantly offensive" gameplay.. hell yeah it should be more involved than just "ok kill these guys, go here, kill these guys... go back there, kill those guys"
Not everyone seeks the same style of game play. Some people find great joy in defending, more than assaulting. The same way some people really enjoy being the transport pilot.. and in this regard.. some people will really enjoy being the commander, and really getting to effect the way the team plays.. and on top of that, being a few guys that are dedicated to supporting the team.
The game is about teamwork.. and personally I think there should be more facets to allow more teamwork.
Some servers kick you for approaching uncappables because there is no reason to approach uncappables.. there would be, now... other than being cheap.
and again.. not always would they be at the main cp... some would, some might not be.. even then, it would be up to the commander.
..and in the end of it all, then if no one wants to defend the things... like you think no one would volunteer to do.. then you shouldn't be worried about a shortage on the front line
Last edited by Maistros on 2007-02-27 17:32, edited 1 time in total.
Wasn't me.
-
Maistros
- Posts: 743
- Joined: 2006-11-30 11:18
The point in destroying the runway would be to temporarily prevent enemy vehicles from taking off, or landing to repair.
With the repair stations being separate from the runway, it would require the jet to land first, taxi to the station, repair and rearm, then taxi back and take off again. Not all maps have multiple places for the jets to land. Greasy Mullet is a good example. Al-Basrah could be a good example if the repair stations were at the end of the hangar rows. The A-10 would have to land, then turn down the hangar row.. go to the end, repair, then back up and turn around to go out the runway.
Dynamic for this being cool would also be improved with whatever jet changes are made in 0.6 or 0.7 and (hopefully) longer take-off and landing requirements.
With the repair stations being separate from the runway, it would require the jet to land first, taxi to the station, repair and rearm, then taxi back and take off again. Not all maps have multiple places for the jets to land. Greasy Mullet is a good example. Al-Basrah could be a good example if the repair stations were at the end of the hangar rows. The A-10 would have to land, then turn down the hangar row.. go to the end, repair, then back up and turn around to go out the runway.
Dynamic for this being cool would also be improved with whatever jet changes are made in 0.6 or 0.7 and (hopefully) longer take-off and landing requirements.
Wasn't me.
-
Determined
- Posts: 757
- Joined: 2005-09-27 02:03
-
DjDirty
- Posts: 12
- Joined: 2007-01-26 14:51
I like the idea of bunkers being destroyable. But the main problem with them is, they don't have doors. If we had a bunkers that for example had doors that could be closed. or prahaps look at it this way. You get into a bunker just like you get into a vehicle. So the only way out would be thrue the fake doors. You could throw a granade inside the building thrue the gun windows, killing troops there, or by blowing the door with 2 c4's. This would be a lot more realistic. Bunkers should provide a good cover for the troops that are inside, and right now you can get inside thrue the missing door. The other thing is.. bunker could be used by both teams.. You could make it so if one team had a guy entering a bunker, the other team can't get in unless everyone of the opposite team are dead inside. That way bunkers could be used better in the game. Hey i know you could put some rally point in the bunker, but than again.. it would take someone with a granade and a good aim to throw two nades inside killing troops. Or like i stated before using 2 c4 to blast the door open. There is a lot of posibilities to make the bunkers more realistic, something simmilar to "safehouse" maybe add some ammo points inside, and other stuff..
-
Maistros
- Posts: 743
- Joined: 2006-11-30 11:18
Making bunkers stationary vehicles is not a bad idea!DjDirty wrote:I like the idea of bunkers being destroyable. But the main problem with them is, they don't have doors. If we had a bunkers that for example had doors that could be closed. or prahaps look at it this way. You get into a bunker just like you get into a vehicle. So the only way out would be thrue the fake doors. You could throw a granade inside the building thrue the gun windows, killing troops there, or by blowing the door with 2 c4's. This would be a lot more realistic. Bunkers should provide a good cover for the troops that are inside, and right now you can get inside thrue the missing door. The other thing is.. bunker could be used by both teams.. You could make it so if one team had a guy entering a bunker, the other team can't get in unless everyone of the opposite team are dead inside. That way bunkers could be used better in the game. Hey i know you could put some rally point in the bunker, but than again.. it would take someone with a granade and a good aim to throw two nades inside killing troops. Or like i stated before using 2 c4 to blast the door open. There is a lot of posibilities to make the bunkers more realistic, something simmilar to "safehouse" maybe add some ammo points inside, and other stuff..
Wasn't me.
-
Maistros
- Posts: 743
- Joined: 2006-11-30 11:18
-
Determined
- Posts: 757
- Joined: 2005-09-27 02:03
-
Nickbond592
- Retired PR Developer
- Posts: 2713
- Joined: 2007-01-30 18:16
