unexploded ordinance

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baptist_christian
Posts: 266
Joined: 2007-06-20 21:51

unexploded ordinance

Post by baptist_christian »

it sounds pretty dumb, but my idea would be for great for insurgents

so, some artillery shells or aircraft bombs wont explode. insurgent engineers could take these and turn them into IEDs
TexLax
Posts: 541
Joined: 2007-02-14 01:38

Post by TexLax »

hardcoded...
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ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

is it hardcoded ?

I have never heard that suggestion before and it is a great one.

1 in 5 chance the ins engineer blows himself up, 1 in 10 chance he blows up while rigging it as an IED.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

This sounds way, waaaaaaaaay out of reach from the BF2 engine.
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geogob
Posts: 294
Joined: 2007-03-07 16:36

Post by geogob »

The word "hardcoded" is way overused. I'd like to see a link to where an actual developers says something is "hardcoded" for every time that word is mentioned.

Here's one way to make this... take objects representing unexploded ordinance. These objects, when damaged, explode creating a large casualty radius. Not sure how damage is implemented in PR and if it take into account the source (round type, explosions, etc.). Maybe make it that only explosions (grenades, slam, C4) can blow the ordinance up. Maybe 50 cal. as well.

This should be possible as we already have many example of this already in game. You can already shoot out fuel tanks, making them explode and killing people around. This is not far away from this! Not at all.

Now, give to the insurgent engineer, as well as the C4, a wired blasting cap; a detonator. The insurgent places the blasting cap exactly like the C4 charge and detonates it the same way as the C4 charge.

Detonator damage would be very small and short distances; less than grenades, but would allow to remote detonate the improvised IED using the unexploded ordinance.

You could have, randomly in maps, ordinance and large pile of explosives/fuel tanks that could be used this way as IED by insurgents. These would have higher yield than the C4 IED packs they carry.

Insurgent engineer could have infinite numbers of blasting caps, but could only detonate one at the time.
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ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

and that thought I have heard that if you place C4 on the bomb car/truck it yields more force so if that is true .....
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

BF2 myths, maybe we need to get the MythBustas ingame?
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
youm0nt
Posts: 4642
Joined: 2007-03-16 15:13

Post by youm0nt »

El_Vikingo wrote:BF2 myths, maybe we need to get the MythBustas ingame?
Whoa, I have been thinking about that for a while but I was thinking about a group of people making videos about "PR Myths"...
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bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

Post by bosco_ »

^That would rock indeed.
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KingofCamelot
Retired PR Developer
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Joined: 2006-01-07 18:17

Post by KingofCamelot »

geogob wrote:The word "hardcoded" is way overused. I'd like to see a link to where an actual developers says something is "hardcoded" for every time that word is mentioned.
The way the OP describes it is indeed hardcoded. We can not make some projectiles not detonate like the OP would like.

The way you describe is possible, but it begs the question of why?

Why would we add immovable unexploded rounds when the insurgents already have IEDs which already fulfill the need?
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youm0nt
Posts: 4642
Joined: 2007-03-16 15:13

Post by youm0nt »

Speaking of IEDs, I'm guessing the devs pulled out the proximity IEDs out of 0.6 because I'm guessing they would be whored like the claymores were in vBF2? I'm guessing that the proximity IEDs would use the claymore coding when something passes by and blows up. I can imagine so much of them in the alley ways and near ammo caches on Basrah if they were included...
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O RLY?
geogob
Posts: 294
Joined: 2007-03-07 16:36

Post by geogob »

'[R-DEV wrote:KingofCamelot']The way the OP describes it is indeed hardcoded. We can not make some projectiles not detonate like the OP would like.

The way you describe is possible, but it begs the question of why?

Why would we add immovable unexploded rounds when the insurgents already have IEDs which already fulfill the need?
It wasn't clear, in his post, if the unexploded rounds were already on the map or dropped during the game. As it makes little sense gameplay-wise to have bombs not detonate while in game (I can already hear the "OMG Hackxzzzs" or "OMG buggggg"), I assumed he meant the ordinance was already on the map.

Plus it would be fun to use that. Brings even more dynamic into the game play.

And as I pointed out, the point would be larger yield explosions. I'm sure an unexploded 2000 lbs bomb laying near a road would pack more damage to a tank or APC than 10 pounds of C4 or similar explosive.
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Nickbond592
Retired PR Developer
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Post by Nickbond592 »

but obviously it would have to be added into the map upon creation yes?

therefore a crewman with an 8th of an ounce of common sense would completly avoid the road/area until its clear meaning that id would be the same thing gamer after game

*stop, shoot Clearly obvious I.E.D location, shoot any dim-witted insurgents running away, move on*

as K.o.c said an I.E.D can be placed any where so a crewman would be actively looking out for I.E.D's and not driving up to there locations and blasting them
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
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