Training Map options - Land training
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IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
Training Map options - Land training
Just looking for some feedback on what kind of things you all would like to see in a training map...
Initially im just interested in land assets.. will come back to air assets in a different post..
Just ideas of what and how we could produce a good training enviornment..
Initially im just interested in land assets.. will come back to air assets in a different post..
Just ideas of what and how we could produce a good training enviornment..
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JDFryer
- Posts: 47
- Joined: 2007-03-21 22:00
As an infantry SL I use different tactics in different terrains. In order to train people to use these different tactics and ideas I would want a map where there are 3 different terrain types available.
I would want a large open area to train long distance fighting and movement where there is minimum cover available.
I would also want a forrest/jungle area where close order tactics are better suited as well as Close Quarter Battle drills.
Finally an urban area with at least one bridge, something like a cross between Sunset City and the US main base in Daqing Oilfields.
A map containing these 3 different environments would allow infantry tactics to be trained without having to switch maps and also to look at how a squad can transition from one environment to another.
Anyway thats my opinion as an Infantry player. I like to have my feet on the ground and unless I'm just playing to mess about you will rarely find me running around in Helos, Jets or Armour. I'm sure that whatever you come up with will, as ever, be well suited to its purpose
I would want a large open area to train long distance fighting and movement where there is minimum cover available.
I would also want a forrest/jungle area where close order tactics are better suited as well as Close Quarter Battle drills.
Finally an urban area with at least one bridge, something like a cross between Sunset City and the US main base in Daqing Oilfields.
A map containing these 3 different environments would allow infantry tactics to be trained without having to switch maps and also to look at how a squad can transition from one environment to another.
Anyway thats my opinion as an Infantry player. I like to have my feet on the ground and unless I'm just playing to mess about you will rarely find me running around in Helos, Jets or Armour. I'm sure that whatever you come up with will, as ever, be well suited to its purpose
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TroyMcClure
- Posts: 320
- Joined: 2007-03-05 13:06
training map should be divided in 2-3 areas: infantry training, armour trainig, air training.
infantry section has target silhouettes at different distances (you can see on a sign).
armour section it's the same but with veichles, this section for AT training also.
air section has many targets on the ground:tanks,AA,buildings.
this is my idea.
infantry section has target silhouettes at different distances (you can see on a sign).
armour section it's the same but with veichles, this section for AT training also.
air section has many targets on the ground:tanks,AA,buildings.
this is my idea.
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daranz
- Posts: 1622
- Joined: 2007-04-16 10:53
How about a tank shooting range, with some hills and cover, and tanks scattered around the landscape, behind cover, hull down, etc. Give them quick spawns, and you have an instant shooting range to practice hitting tanks behind cover, or at a distance. Also, if aircraft were to be added to the same map, you'd have stuff to practice strafing/bombing. This is mainly for offline training, but online, it could be useful for tank crew training, so that the driver and gunner can practice engaging multiple targets, and relocating between them, reloading behind cover, etc.

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chudley
- Posts: 193
- Joined: 2007-04-28 19:14
Agree with above that you need target practice, and the ability to respawn immediatley with any vehicle, which means whole lines of them.
I also think that you need enough area for the commanders to practice their skills, building strongholds etc, this should be done in a weapon free zone.
The terrain itself can vary but i think idealy it should be open ground as I think you are onabout basic training and learning how to use particular vehicles or kits so noobs don't waste them on real maps and games.
Nothing worse than wating for a helicopter only to see someone who has never flown crash it on take off.
I also think that you need enough area for the commanders to practice their skills, building strongholds etc, this should be done in a weapon free zone.
The terrain itself can vary but i think idealy it should be open ground as I think you are onabout basic training and learning how to use particular vehicles or kits so noobs don't waste them on real maps and games.
Nothing worse than wating for a helicopter only to see someone who has never flown crash it on take off.
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youm0nt
- Posts: 4642
- Joined: 2007-03-16 15:13
I watched a news interview on the television a while ago about how the United States are training soldiers to be sent overseas to battle and using MOUT training and showed a news reporter talking to a commander doing these training operations somewhere in California and they call it "Baghdad, USA" because of the real life city simulation, Arabic speaking civilians, fake IEDs, and RPGs that are on strings to simulate RPGs.
So, would it be possible on the BF2 engine to have "fake" IEDs on the roads on training maps like this? For example, when a tank goes near the radius of an IED on the side of the road, it explodes and damages the tank.
So, would it be possible on the BF2 engine to have "fake" IEDs on the roads on training maps like this? For example, when a tank goes near the radius of an IED on the side of the road, it explodes and damages the tank.
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O RLY?
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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Ace42
- Posts: 600
- Joined: 2007-07-26 23:12
I was practising my sniping in SP earlier, and I was struck by how much easier it would be if there was a steady stream of moving enemy at different ranges, rather than having to wait for an enemy to move around at a range that was convenient for me to practice against, and then be moving at a speed and in a direction that was useful for me to fire against. A sniping range with "targets" moving horizontally would be ideal, especially with seperate markers for head and torso shots.
Also, any training program would be greatly enhanced by having kill/death messages on as well as hit-indicators (but not crosshairs, obv) - was irritating having bots disappear behind a dune at max range and not knowing if they were proning or dead, and thus if I had hit or missed. Although I am not sure how possible that would be, given that the mod has these options off, and I doubt it would be feasible to turn them on for just one map...
Also, any training program would be greatly enhanced by having kill/death messages on as well as hit-indicators (but not crosshairs, obv) - was irritating having bots disappear behind a dune at max range and not knowing if they were proning or dead, and thus if I had hit or missed. Although I am not sure how possible that would be, given that the mod has these options off, and I doubt it would be feasible to turn them on for just one map...
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mrbeers
- Posts: 12
- Joined: 2006-12-09 09:35
A few basic airports/landing strips (preferably 1 long (keshan style), 1 (vBF2 map style), and a usmc carrier) and fast-respawning jets would be great for people to practice landing, dogfighting, bombing runs, recon, etc.
"Give a man a sandwich, he eats for one day. Teach a man to
fish for sandwich and he'll starve because that's impossible."
—Anthony Cumia, 2007
fish for sandwich and he'll starve because that's impossible."
—Anthony Cumia, 2007
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Rico11b
- Posts: 900
- Joined: 2006-05-23 20:36
We need a rifle range with pop up targets, and zeroing targets.
Better yet how bout stationary bots so we can practice aiming at the real thing in game. Maybe even have some walking back and forth. Make sure the range is marked so we can see how far out the targets are. That way players can start to learn range estimation based on the appearance of the targets as a visual reference.
Better yet how bout stationary bots so we can practice aiming at the real thing in game. Maybe even have some walking back and forth. Make sure the range is marked so we can see how far out the targets are. That way players can start to learn range estimation based on the appearance of the targets as a visual reference.





