Deconstruction order is in order?

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GruAncH
Posts: 36
Joined: 2007-04-23 11:02

Deconstruction order is in order?

Post by GruAncH »

We came across an issue this evening where we needed to relocate a firebase or bunker and so it needed to be destroyed equaling to minus points for the poor engineer (I know its not about the points) but maybe the commander could give a deconstruct order which reverses the process... allows shovels to remove a bunker to be relocated.
Also a repair station for Vehicles would be handy pehaps, maybe limited to 100 meters of main base?
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Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Post by Sadist_Cain »

it's called C4 :D Readily available to resupply from firebases and bunkers. Deconstructs assets in under a seconds :D

Lol seriously though I like the idea of being able to do it with the shovels but I think there's a hardcode limitation in that shovels build things...

It would be useful to "deconstruct" annoying sandbags and badly placed razor wire

I had a thought about repair stations here... https://www.realitymod.com/forum/f18-pr ... maged.html

Summin to spawn an engi truck and help engis fix things
Last edited by Sadist_Cain on 2008-01-21 16:38, edited 1 time in total.
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~XHW~Flamestorm
Posts: 273
Joined: 2008-01-17 20:00

Post by ~XHW~Flamestorm »

i like the idea about the repair station on the base instead of the commandpost!
SnipingCoward
Posts: 2326
Joined: 2007-12-31 22:40

Post by SnipingCoward »

i too would like to see assets be dismantable
- asking for a preview of the stuff is prolly too much xD
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Yeah, it's a pain, but I don't know how much can be done about it. Just be careful when placing assets, and bite the bullet if you need to move them.

Any DEVs/very knowledgeable folk want to chime in on this?
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SnipingCoward
Posts: 2326
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Post by SnipingCoward »

BloodBane611 wrote:bite the bullet if you need to move them.
i am really not the person looking at my stats but - as for not wanting to get kicked b/c of negative score - it was a few times not possible to "just" blow em up
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Post by Rudd »

Sadist_Cain wrote:
I had a thought about repair stations here... https://www.realitymod.com/forum/f18-pr ... maged.html

Summin to spawn an engi truck and help engis fix things
Sadist stop putting that subject in everywhere! :D

It is too easy to TK when destroying bunkers, is there a way of having C4 that will only damage buldings?
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MarineSeaknight
Posts: 287
Joined: 2008-01-08 16:12

Post by MarineSeaknight »

BloodBane611 wrote: and bite the bullet if you need to move them.
I can't count how many time I've been flying in the A-10 on Kashan and my commander places a LGB Attack Order on our own bunker because he wanted to move it. I personally don't really mind, but the fact that some servers kick for a negative score will make me a tad hesitant.

I'd also like to know the reason why a deconstruct option wasn't implemented (or if DEVs simply haven't added it yet).
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Yeah, the negative score kick isn't good. Even so, by the time you get a bunker up you should have a reasonably positive score, so as long as you don't blow up like half your teams assets you should be okay. It's not a good solution, and I agree that there should be a better way.
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Razick
Posts: 397
Joined: 2007-12-04 01:46

Post by Razick »

How about the wrench funtion as a deconstruction tool as right now it is not usuable for building. If deconstruction is possible to code than I dont see it not being possible for the wrench to be used in that fashion. Or maybe a right click funtion for the shovel instead. Either way we need to know if deconstruction is even possible without using explosives.
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