Parachutes

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Post by Waaah_Wah »

AnRK wrote:No-ones answered my water damage question!!! Waaaaaaah!
Erm? :P
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

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I :33_love: Jaymz
torenico
Posts: 2594
Joined: 2007-06-30 04:00

Post by torenico »

nope

nobody needs to fly the plane.. just the plane will be a spawn point on high altitudde

the plane cant move.. is static (static is the correct word?)

so the guys can jump off from the doors etc..

the is on the maxim altittude, so when you jump,, you can go anywhere

is hard to talk english in this situation :)
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Anxiety wrote:I have it! make the parachute have ammo , you start off with none , and you get ammo by being in a helicopter for like
50 seconds and you loose it after a while . ..
Already suggested, no real input recieved.
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Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
SevenOfDiamonds
Posts: 215
Joined: 2006-06-12 17:26

Post by SevenOfDiamonds »

Land
"They can also be used to provide public service messages: stay away from munitions; units are coming through; stay off the streets because the armored vehicles are dangerous.”

-Scott R. Gourley
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Its already bad enough, when a Littlebird lands behind Fishing Village on Qwai River and a whole squad spawns on the SL, who puts down a never-to-be-found RP and harasses you with Spec Ops and Marksman all over.

Then have a SL, who is in a BH flying at 900 m, he parachutes down in the middle of nowhere and the zerg attack begins, where you'd at least expect it :/

Oh and lets not forget the vBF2 'go on a 30 story building rooftop, then just parachute down' gameyness
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Expendable Grunt
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Post by Expendable Grunt »

Outlawz wrote: Oh and lets not forget the vBF2 'go on a 30 story building rooftop, then just parachute down' gameyness

The new chute system made that impossible.
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Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
Onil
Posts: 1232
Joined: 2007-08-19 09:50

Post by Onil »

As someone suggested before, limited parachute respawn placed by the commander only one time for each round and only a few seconds would work best...

If you use a static plane to do it then you will spawn always in the same place and the enemy will kill you instantly from the ground...

If they limit the pilot kits then there wouldn't be so many noobs blowing up our choppers and you could actually use them to transport troops and land them on designated zones...

SL spawn shouldn't work inside vehicles!
Doc_Frank
Posts: 246
Joined: 2007-03-12 21:13

Post by Doc_Frank »

Since we know that the Special Operations will be requestable kit in 0.7, the previously mentioned exploit supported by the new parachuting physics would be eliminated. And as a couple of maps has grappling hook additions for certain kits, the parachute could be given the same way I think.

The only problem with this would be achieving true spec-ops squads to have a succeful deep-attack, not the way a noob would rush for the main base, taking the kit from others, then run where his spidersense tells him, as most guys do it with marksman and especially sniper kits (not even knowing they have to have a squad of two to have that kit...).
"The torture never stops."
fubar++
Posts: 248
Joined: 2007-07-08 17:04

Post by fubar++ »

Limited paratrooper & spec ops kits sounds good (-> no blackhawk suicide-joyrides anymore). Like one paratrooper squad with one pilot rest chuting. But like all good things easily messed by noobs and rejected by IRL representatives.
crudge
Posts: 160
Joined: 2007-08-29 16:21

Post by crudge »

all the brits should have cutes, so they can own all and take over the PR world and rebuild the empire MWHAHAHAHA

joke
we do need paras
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Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Post by Hotrod525 »

Yeah i agreed we need paratrooper class, like the 101 Airborne for US Army :D
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Eddie Baker
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Joined: 2004-07-26 12:00

Post by Eddie Baker »

Hotrod525 wrote:Yeah i agreed we need paratrooper class, like the 101 Airborne for US Army :D
101st Airborne is not a parachute infantry unit and hasn't been since the 1960s, they are an air assault (heli-borne) unit.

A paratrooper class will not happen as it is not realistic, as has been explained in this an other threads. Parachute units have their own riflemen, medics, combat engineers, etc. It only works if one entire team is represented by an airborne unit on a map.
Doom721
Posts: 503
Joined: 2006-07-30 13:32

Post by Doom721 »

check and mate...

I do not endorse this thread/idea.
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Playing PR since Halo dropping spec ops and SL spawn ;) ( .3 :razz: )
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Tikigod
Posts: 46
Joined: 2007-11-03 22:08

Post by Tikigod »

In current PR I use the pilot kit alot to spot ahead and recon for Armor, Helicopter, and other units moving to a flag location. Alot of times people never expect a pilot to parachute and scout way into enemy lines. The ony downside to this is the pilot doesn't have binoculars to be an effective long range spotter for other units. If you introduced a Airborne Unit (with parachute and binoculars) they could take on this role.

Certain maps like the Kashan Desert would be alot of fun even if it was limited to 1 Airborne Infantry Kit (like the sniper) for this purpose. I mean yeah you can have a person drop you off using a helicopter with a normal kit containing binoculars, etc. But, parachuting from a high altitude is far more interesting. Usually noone can hear you or even think to look for you.

Other Ideas that could make Airborne Units Possible:

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Customized Airborne Maps
==========================
Longer flag capping (than normal maps)
- Maps would require more people to cap a flag and would have a slower capping time (so 2 units wouldn't think about capping a flag alone and a full assault squad would be required)
-this would also make airborne units have to dig in and fight (and risk losing a kit that would take 15 minutes to respawn, etc)

Airborne Scenerio Maps would be the only maps with airborne infantry parachute kits (so, it doesn't become an overused tactic across all of PR) It should be up to the map maker whether or not he wants to put in these units.

Parachute Kits would have a limited respawn time (spawning every 15 minutes--like the current attack helicopters) and would spawn in groups of 5-6 on a table or something inside hanger. I really like the 15 minute wait time for Attack Helicopter respawns because you get the experience of dealing with attack helicopters without always having to be bombarded by them. (same goes for jets, these assets are great to have in game but, can be annoying if used beyond there realistic capabilities)

Parachutes would have a minimum survivable altitude (forcing you to deploy them higher higher altitudes) Standard BF2 you can open your chute a few feet from the ground and survive. (so you are never really exposed or vulnerable to fire if you pull it a few feet from the ground) In the current PR the Pilot can do the same thing.

Parachutes maybe be limited to being used once? Maybe a script can be added that after the unit lands (the 9 key option is disabled) or the kits swaps to another kit that doesn't contain a parachute. This way airborne units can't hop from flag to flag causing a rapid end to the game.
A parachute that can expire would force teams to wait 15 (or x amount of minutes) for new kit respawns at base (to send another wave of airborne units)



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Gameplay Considerations
========================

Airborne Kits would only contain field dressings. They can't have medics (since they are limited to the Airborne Kit). This is pretty neat because if a unit gets severally injured in a drop he would have to call in a medievac team to bring medics, call in supplys, or extract.

Airborne Kits could be limited in amount of Ammo (havign less than standard rifleman kits) so by default they would have to immediately call in a supply drop (delaying the time they can defend or assault a flag) This would simulate the time it takes for the units to reorganize on the ground and the limited amount of weight they can carry during a drop.

Maybe Airborne Units would have a very low default armor value? to show how more prone to injury and at risk they are in the environments they operate under? this would make injuries more frequent during landings and illustrate how vulnerable they are when alone and cut off from other units.

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BF1942 Elements
===================

BF1942 had an fixed position air start for infantry on some maps (Operation Market Garden) where a unit would spawn in the air and automatically be in a deployed parachute as he entered game. Can maybe something like this feature be implemented in PR? where when units die they can choose a fixed air start position?

This would limit the amount of times someone could parachute and where they could parachute. Maybe an object could be assigned to the airspawn either by capable flag or a commander deployable object (where if it is destroyed the fixed air spawn disappears and then he can rebuild the object to get the spawn back up.
Last edited by Tikigod on 2007-11-05 17:25, edited 1 time in total.
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