Comander deployable spawn point

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jackal22
Posts: 849
Joined: 2006-11-18 20:18

Comander deployable spawn point

Post by jackal22 »

i was just thinking,

you know how in strategy games you have the option of dropping a small number of paratroopers and stuff any where on the map.

well......

righ the vehicle drop so that it drops a spawn point instead of a vehicle so that the comander can drop it behind enemy line or anywhere he sees fit and all the team could spawn on it -providing they were in a squad

it would still have the same caracter istics, 2 nades and its gone.

this would be a more accurate simulation of paradrops imo then starting from a spawn way off in the air.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

some one aint played the 0.6 beta......
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mammikoura
Posts: 1151
Joined: 2006-09-19 04:26

Post by mammikoura »

'[R-DEV wrote:Rhino']some one aint played the 0.6 beta......
are you talking about the firebase thing?
yes, it's an commander deployable spawn point, however very different from what was suggested.
jackal22
Posts: 849
Joined: 2006-11-18 20:18

Post by jackal22 »

yeh i mean just a small same model or maybe slightly bigger, bunch of sacks that can be dropped anywhere at the comanders discretion for the whole team to spawn on.

nothing obvious, maybe cammo it up
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Supply crate spawn? lol
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

k after reading more than just the title ( :p ) it is kinda a intresting idea with using the vehicle drop.
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Thunder
Posts: 2061
Joined: 2006-05-30 17:56

Post by Thunder »

i like the idea but only as a option on maps with the specialist forces in it ie, only on a map with a force such as US army rangers or a MEC parachute devision for example other wise if we just have squads of marine medics para dropping in or a wave of chinese engineers falling from the sky it might look silly
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Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

Yeah I like the idea, (mostly because airdrops are fun) and if the 'chute speed was kept fairly slow (although obviously not as slow as the supply crate's painfully slow descent), it'd keep people nicely exposed to compensate for the mobility-factor. If it were possible to remove the ability to open your chute manually and have them on automatic time-based opens, you'd stop people from avoiding the exposure by opening seconds before impact.
jackal22
Posts: 849
Joined: 2006-11-18 20:18

Post by jackal22 »

wow cool a r-dev mod and pub in 1 thread :smile:

i guess it would be at the mappers discretion, whether to include the option and the discretion of the devs with what they want to do with it...
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