Deployables & Helo Supply
-
[T]Terranova7
- Posts: 1073
- Joined: 2005-06-19 20:28
Deployables & Helo Supply
These are somewhat small suggestions concerning the CO deployable assets.
1. To start, I think there needs to be an alternate means of removing enemy CO deployable assets than simply blowing them up. I think the shovel should not only be capable of building these assets, but sabotaging enemy CO deployable assets also. It should probably take some time, especially if only one person is trying to do the work.
On another note, I think the shovel should only be used to disassemble "sand" objects such as the bunker, firebase and sandbag wall. A knife can be used to disassemble razor wire (to simulate cutting it) and the engineers can use their wrenches against command posts and deployed anti-air.
2. Instead of a ticket penalty for building CO assets, I'd prefer a ticket penalty for losing CO assets. Might encourage teams to actually destroy enemy bunkers and firebases rather than spawncamp them. It would also emphasize protection and survival of these assets for the team that built them.
3. On the bunkers and firebases, it might be nice to see some form of camo netting or something added to them so that they blend in with the environment slightly better. Might actually make it possible to better hide these statics if done so.
4. Someone suggested that the SL deploy sandbag walls. I think that's a good idea, leave the big stuff for the CO to deploy and let SLs deploy things like sandbag walls and razor wire. The same rules would apply in that the SL would need to have a bunker or firebase nearby. Might encourage more coordination between the squads and commander.
_____
In addition to the suggested changes to the current system, here are some ideas for new deployables (some of which I believe were thought of before).
Watchtowers (Similar to the ones on Bi Ming) - Deployable by the CO. Built with shovels, must be near firebase or bunker.
Hedgehogs and/or Tank Traps - Deployable by the SLs, no building required. Must be near firebase or bunker.
Static TOW Launchers - Deployable by the Commander, built/fixed with wrenches, must be near firebase or bunker.
Deployable .50 cal/12.7mm Machine Gun (On tripods) - Deployable by SLs, built/fixed with wrenches, must be near a firebase or bunker.
Deployable Ammo Cache - Deployable by SLs, no building required, only needs to be near a Bunker, Firebase, APC, Jeep or Supply Crate. It also gives limited ammunition.
_____
Another idea I have which has nothing to do with CO deployables would be the ability for transport choppers such as the Blackhawk, Merlin and Mi-17 to drop supply crates. Basically the pilot clicks the fire button and a supply crate spawns underneath and drops. Pretty simple right?
To keep it from being abused or defeating the purpose of CO supply drops, the transport chopper's supply crate does not allow kit requesting. All it does is resupply ammunition. You might want to give the transport chopper's supply crate a different skin so player's can tell the difference between the CO's supply drop and the transport helicopter's. It could take a while for the transport chopper to reload the supply box at the main base.
Also, the transport chopper's supply crate doesn't have a parachute, so the pilot has to fly somewhat low when dropping the crate, or else it will simply break upon impact if dropped from a high altitude.
This might give transport pilots something else to do rather than taxi squads around the battlefield. Now they can make deliveries to players in need of ammunition.
1. To start, I think there needs to be an alternate means of removing enemy CO deployable assets than simply blowing them up. I think the shovel should not only be capable of building these assets, but sabotaging enemy CO deployable assets also. It should probably take some time, especially if only one person is trying to do the work.
On another note, I think the shovel should only be used to disassemble "sand" objects such as the bunker, firebase and sandbag wall. A knife can be used to disassemble razor wire (to simulate cutting it) and the engineers can use their wrenches against command posts and deployed anti-air.
2. Instead of a ticket penalty for building CO assets, I'd prefer a ticket penalty for losing CO assets. Might encourage teams to actually destroy enemy bunkers and firebases rather than spawncamp them. It would also emphasize protection and survival of these assets for the team that built them.
3. On the bunkers and firebases, it might be nice to see some form of camo netting or something added to them so that they blend in with the environment slightly better. Might actually make it possible to better hide these statics if done so.
4. Someone suggested that the SL deploy sandbag walls. I think that's a good idea, leave the big stuff for the CO to deploy and let SLs deploy things like sandbag walls and razor wire. The same rules would apply in that the SL would need to have a bunker or firebase nearby. Might encourage more coordination between the squads and commander.
_____
In addition to the suggested changes to the current system, here are some ideas for new deployables (some of which I believe were thought of before).
Watchtowers (Similar to the ones on Bi Ming) - Deployable by the CO. Built with shovels, must be near firebase or bunker.
Hedgehogs and/or Tank Traps - Deployable by the SLs, no building required. Must be near firebase or bunker.
Static TOW Launchers - Deployable by the Commander, built/fixed with wrenches, must be near firebase or bunker.
Deployable .50 cal/12.7mm Machine Gun (On tripods) - Deployable by SLs, built/fixed with wrenches, must be near a firebase or bunker.
Deployable Ammo Cache - Deployable by SLs, no building required, only needs to be near a Bunker, Firebase, APC, Jeep or Supply Crate. It also gives limited ammunition.
_____
Another idea I have which has nothing to do with CO deployables would be the ability for transport choppers such as the Blackhawk, Merlin and Mi-17 to drop supply crates. Basically the pilot clicks the fire button and a supply crate spawns underneath and drops. Pretty simple right?
To keep it from being abused or defeating the purpose of CO supply drops, the transport chopper's supply crate does not allow kit requesting. All it does is resupply ammunition. You might want to give the transport chopper's supply crate a different skin so player's can tell the difference between the CO's supply drop and the transport helicopter's. It could take a while for the transport chopper to reload the supply box at the main base.
Also, the transport chopper's supply crate doesn't have a parachute, so the pilot has to fly somewhat low when dropping the crate, or else it will simply break upon impact if dropped from a high altitude.
This might give transport pilots something else to do rather than taxi squads around the battlefield. Now they can make deliveries to players in need of ammunition.
-
pasfreak
- Posts: 645
- Joined: 2007-07-13 01:50
i <3
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."
"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
-
Bodybag2224
- Posts: 210
- Joined: 2006-11-28 01:49
I like many of the ideas you've listed, and I like losing tickets for destroyed CO assets.
Adding to the helicopters role, can helicopters be equipped with a winch to carry HMMMV, or other vehicles a-la BF:Vietnam, but I have a feeling it is hardcoded, but I would love to see like an Sea Knight carrying vehicles to foward bases from the main base.
Adding to the helicopters role, can helicopters be equipped with a winch to carry HMMMV, or other vehicles a-la BF:Vietnam, but I have a feeling it is hardcoded, but I would love to see like an Sea Knight carrying vehicles to foward bases from the main base.
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
I like the ideas there, original as far as I know, and innovative- nice and fresh.
however I'm pretty sure the unmovable LMGs are not able to be used.
When it comes to deployables that u can spawn on, i wish there was a way to disable the spawn aspect of the building- like destroying a radio antenna or somit- but that is a pipe dream I bet.
however I'm pretty sure the unmovable LMGs are not able to be used.
When it comes to deployables that u can spawn on, i wish there was a way to disable the spawn aspect of the building- like destroying a radio antenna or somit- but that is a pipe dream I bet.
-
DarkTalon
- Posts: 711
- Joined: 2007-03-22 00:17
the only conceivable way of doing this would be to have it as a primary or secondary fire for the pilot, so i.e. merlin lands.Bodybag2224 wrote:I like many of the ideas you've listed, and I like losing tickets for destroyed CO assets.
Adding to the helicopters role, can helicopters be equipped with a winch to carry HMMMV, or other vehicles a-la BF:Vietnam, but I have a feeling it is hardcoded, but I would love to see like an Sea Knight carrying vehicles to foward bases from the main base.
-ramp goes down
-pilot left clicks
-landrover spawns behind merlin (NOT INSIDE IT)
-if it were deployed from an altitude it would blow up, forcing the chopper to land.

-
General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
-
[T]Terranova7
- Posts: 1073
- Joined: 2005-06-19 20:28
You know.. initially I thought of this concept being used purely for supply crates. But that does sound interesting with the possibility of having heavy transport choppers spawn jeeps and such. It also brings up the ole LCAC idea... where rather than have a vehicle sitting directly on it... you have the LCAC make the beach landing, and the driver use his fire button to spawn tanks, APCs, jeeps etc. in front of it. Doing so in the water only cause the vehicle to sink and blow up.DarkTalon wrote:the only conceivable way of doing this would be to have it as a primary or secondary fire for the pilot, so i.e. merlin lands.
-ramp goes down
-pilot left clicks
-landrover spawns behind merlin (NOT INSIDE IT)
-if it were deployed from an altitude it would blow up, forcing the chopper to land.
In any case, another way of keeping supplies fresh on the battlefield might be to have command trucks spawn supply crates also. Basically the driver hits the fire key and a supply crate appears behind it.
-
Reddish Red
- Posts: 545
- Joined: 2007-08-02 10:56
-
=HR=Drayu
- Posts: 411
- Joined: 2006-05-28 17:54
some very nice ideas! I hope that some can be implemented. Especially the increased role of the chopper for deploying supply crates and the ability of the Squad leader or another class (Engineer/Construction) to deploy razor wire and the like.
I really like the deployable TOW idea! It would add some nice defenses to maps like Kashan and the Oil one.
I really like the deployable TOW idea! It would add some nice defenses to maps like Kashan and the Oil one.
-
Harrod200
- Posts: 3055
- Joined: 2007-09-07 12:08
I like the heli deployment ideas, it'd be much more realistic for someone to have to fly the transport heli to the LZ, land/hover close to the ground, lower the ramp and deploy the asset. It would also be more/less (depending on how you see it) revealing of the requesting squad's location than the current system.
Would need a way tho of having a supply/vehicle request more obvious and visible to the whole team/pilots.
I'd like to see H-AT deployables for the Commander, along with HMGs for the SL. It would add a little more of the unknown factor when moving into a situation, not knowing where any enemy heavy weapons may be mounted.
With the heavies tho we would definately need some form of protection, currently manning one is like saying "I'M HERE! STANDING STILL IN FULL SIGHT, SHOOT ME!".
Since bunkers & firebases give ammo anyway I don't see the point to caches, unless you mean a position that spawns a limited kit or two as a pickup.
Would need a way tho of having a supply/vehicle request more obvious and visible to the whole team/pilots.
I'd like to see H-AT deployables for the Commander, along with HMGs for the SL. It would add a little more of the unknown factor when moving into a situation, not knowing where any enemy heavy weapons may be mounted.
With the heavies tho we would definately need some form of protection, currently manning one is like saying "I'M HERE! STANDING STILL IN FULL SIGHT, SHOOT ME!".
Since bunkers & firebases give ammo anyway I don't see the point to caches, unless you mean a position that spawns a limited kit or two as a pickup.
404: Signature not found
-
Gyberg
- Posts: 709
- Joined: 2006-08-04 23:36
Well put! I agree on most of the things!
Anthony Lloyd, himself a former soldier in the British army and a Northern Ireland and Gulf War veteran:
"The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come."
-
[SAF]stal20048
- Posts: 443
- Joined: 2006-07-29 18:29
Another idea I have which has nothing to do with CO deployables would be the ability for transport choppers such as the Blackhawk, Merlin and Mi-17 to drop supply crates. Basically the pilot clicks the fire button and a supply crate spawns underneath and drops. Pretty simple right?
has been suggested many a time before, and many a time suggested by me with no luck. hence why im all for this idea (i basically said exactly the same thing you have
as for the other ideas, dont think theyve been suggested before, and totally agree with them, although vehicles cannot be winched due to the qoute"fossilized turd of an engine'.
thanks, pete
-
CareBear
- Posts: 4036
- Joined: 2007-04-19 17:41
thats why they said the *spawn* behind the heli, so it doesnt winch it, it winches it in theory'[SAF wrote:stal20048;495161']has been suggested many a time before, and many a time suggested by me with no luck. hence why im all for this idea (i basically said exactly the same thing you have)
as for the other ideas, dont think theyve been suggested before, and totally agree with them, although vehicles cannot be winched due to the qoute"fossilized turd of an engine'.
thanks, pete

-
Kenny
- Posts: 261
- Joined: 2006-11-18 03:30
I love the Ideas I would like them taken on board and used but knowing the BF2 engin it's probly Hardcoded
. On a unrelated note hase anyone see vechials dropping from the sky one their bunker has been built it has happened to me several times once infact on my head
. I dont know if this is on purpous but it sure is funny sometime as your just about to go out the door a hummve/vokin falls from no where
-
carrack090
- Posts: 21
- Joined: 2007-09-11 01:44





