Heavy AAS

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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Heavy AAS

Post by Psyko »

Hey there everyone.

I have a possible solution to the malpractice in public servers on some of the bigger maps in Project reality.(Example: Qinling is a tank map, and having infantry as an assault group against rival tanks, doesnt work, but it is done quite often.)

I dont bombard suggestions so, i'll just put this on the table for your consideration.

This is with regard to Maps created for Armour,Jets and gunships. I wont make it too detailed as a first explanation so as to limit the amount of reading, but heres the basics.

Create a new gameplay type named "Heavy AAS".
Where the Flags are increased in number and are situated in interesting parts of a large map. (In canyons, hilltop forts, tight death funnels, and cityblocks for instance.) In this way, maybe two or three tanks take a flag and hold it for maybe in an around five minutes. So instead of having 2 or more infantry take a flag, you need 2 or more tanks to take a flag.

Limit the kits to ONLY Pilot, and crewman. No snipers, heavy ATs, Light ATs, medics. Only five startup kits, PILOT,GUNNER,DRIVER,TCOMMANDER,ENGINEER. (No officers/rallybags/or any type of infantry assault kits.) These 5 kits facilitate all the basic requirements of the game mode. The commander has an extended amount of field dressings, as well as all armour having a medic box at the rear of the vehicle.(allthough the desired effect is that all four crewmen get toasted when the tank is damaged) Pilots do what pilots do, Engineers act as a loader for the tank when the gunner fires, they also carry a flaregun,mines, and C4. TCommander, has the role of tank commander and provides a mobile rally point for the tank members as well as soflam, and has more options on the commo menue to contact other tanks, from within and outside of the tank at any range. All 4 tank crewmen have access to see outside of the tank and have important roles. (and yea i know there are usually 5 crewmembers in abrams and the likes, but 5 is a bit much)

1. More AAA
2. 10 minute respawn for a pair of gunships(more gunships=more nessesity for manned AAA,
3. limit the jets to one with a 25 minute respawn, as nobody so far has bothered to use the second as a wingman, and when they have it hasnt been very useful.
One transport heli.
4. A-10 with 30 minute respawn.
5. Fuel guage on tanks (so they have to at some stage refuel at a nearby depot this might either be simulated with a "Blue" life guage, or an ammo type that decreases with each meter passed[might be hardcoded, i dont know].)
6. Tomahawks would be cool, but i know models dont just grow on Rhinos. :P
And instead of JDAMs, replace them with an AC-130. You dont have to make a model or anything, just simulate a hell of a lot of gunfire on vehicles in a one kilometer radius of the attack marker, or somthing along those lines.
7.Static SAM sites
8. Defenitly 4 positions in tanks, with a fifth space as the .50 gunner.
Finally, the current biggest maps are Qinling and Kashan desert and they are fine for tank battles, but the flags would have to be augmented and repositioned.

Your probibly thinking that a game mode designed specificly for armour is unnessesary, maybe your right, i wouldnt know for sure untill it is tried. but, if everyone is united into groups that rely on the success of each man in their vehicle, they may come to show appresiation for each other in all the other game modes. so far in recent releases the players have been gaining new milestones in teamwork and communication, a type of communication that is very rare in the computer game world. Besides, when 2 guys die in a tank, they get pissed, and they jump in another tank, but if 4 guys die, they would be furious!!! thus making them strive for better quality overall for better tactics,tacticians, and techniquies, or everyone would hate it and every time they see a server running it they would avoid it. These are the posibilities confronting this idea, and to over come them and find alterations it warrents a try.

I know theres a lot of modifications from the current mod there (some might say "its a blooming mod of its own!") But this is project REALITY and in reality, there were 2000 tanks in Operation Desert Shield. So it is a realistic part of battle.

Anyway, i sound really confident in this idea, maybe im crazy. but i suggest you think it over, it might turn out for the best.

I know i'd love to play it! :grin:
Last edited by Psyko on 2008-05-06 22:18, edited 8 times in total.
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Heavy ***

Post by DeltaFart »

I like the idea, but after awhile you're getting a bit ambitious
Fuel gauges not possible with engine.
Pilots and Crewmans should suffice
JDAM is all that is necessary, not many foreign armies have an AC130 Equivalent
If you plan on having this game type, should have two jets, since now they will be used more.
But a vehiclular game type would be nice. But then again we have 16 32 and 64 maps
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Heavy ***

Post by Psyko »

DeltaFart wrote:I like the idea, but after awhile you're getting a bit ambitious
Fuel gauges not possible with engine.
Pilots and Crewmans should suffice
JDAM is all that is necessary, not many foreign armies have an AC130 Equivalent
If you plan on having this game type, should have two jets, since now they will be used more.
But a vehiclular game type would be nice. But then again we have 16 32 and 64 maps
fuel guage- thats unfortunate.
pilots and crewmen- okay, cool, no tank commander or engineer, so give the two kits all the equipment nessisary?
Jadam-okay, ac-130 is like ariel artillery, so a foreign equivilent could simply be an artillery bombardment.
2 jets- wouldnt one jet, versus one enemy jet to protect the bomber suffice?
16 and 32- still doesnt simulate a main armour division movement, on 16 and 32, the armour is still like a support catagory.
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: Heavy AAS

Post by nedlands1 »

So the US Airforce is going to send a fairly defenceless ~200 million dollar gunship into an area with hostile jets, hostile attack helicopters, hostile AAA and hostile tanks? I think not.

Do you also propose that rounds last for several days so you actually use enough fuel to be forced back to refuel?

Have you forgotten what makes the Battlefield series fun? The fact that you use a range of vehicles and still be able to run around and shoot things to your heart's content. This idea effectively turns Project Reality into something people won't have as much fun playing. Those unmanned tanks you often see back at main is an indication that people would rather do something else. Namely, running around shooting things to their heart's content.
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kilroy0097
Posts: 433
Joined: 2008-01-02 12:57

Re: Heavy AAS

Post by kilroy0097 »

Just bring back one heavy artillery barrage. Still include the JDAM. Two command deployed attacks both on an hour respawn timer and both rendered useless if Comm Post is taken out just like it now.

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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Heavy AAS

Post by Psyko »

[R-CON]nedlands1 wrote:So the US Airforce is going to send a fairly defenceless ~200 million dollar gunship into an area with hostile jets, hostile attack helicopters, hostile AAA and hostile tanks? I think not.

Do you also propose that rounds last for several days so you actually use enough fuel to be forced back to refuel?

Have you forgotten what makes the Battlefield series fun? The fact that you use a range of vehicles and still be able to run around and shoot things to your heart's content. This idea effectively turns Project Reality into something people won't have as much fun playing. Those unmanned tanks you often see back at main is an indication that people would rather do something else. Namely, running around shooting things to their heart's content.
Gunship- Dont those things maintain a really high altitude? and it would only be for a short period of time.

Fuel-Yea, i see what your saying there. But as it stands, the intersting properties of tank battles are getting mundane and tiring. i hit him, he hits me back till one of us blows up. The idea is just to spice it up a bit further. But if its not realistic, then just leave it.

Players- If players dont want to play the round properly they always have the option to leave. but its not like we only have a few dozen players, the member list is up in the thousands now and a high percentage of those players are regulars. If they dont want to play they always have the option to leave. :P

But i believe they wont leave, i believe they would integrate themselves into the gameplay type and make it work. Hell, i think at first people were apprehensive about chasing down weapons caches to blow them up whilst protecting an engineer, but that turned into one of the most favored PR gameplay types.
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Post by markonymous »

[R-CON]nedlands1 wrote:So the US Airforce is going to send a fairly defenceless ~200 million dollar gunship into an area with hostile jets, hostile attack helicopters, hostile AAA and hostile tanks? I think not.

Do you also propose that rounds last for several days so you actually use enough fuel to be forced back to refuel?

Have you forgotten what makes the Battlefield series fun? The fact that you use a range of vehicles and still be able to run around and shoot things to your heart's content. This idea effectively turns Project Reality into something people won't have as much fun playing. Those unmanned tanks you often see back at main is an indication that people would rather do something else. Namely, running around shooting things to their heart's content.
an abrams refuels like once every 3 hours i've heard. Im not a big fan of refueling though.

I'm actually not a big fan of this idea at all... a battle can't be won without infantry. The tank supports the infantry thats its main purpose and same goes for all air vehicles therefor this is not a realistic suggestion and does not fit in project reality.
Gunship- Dont those things maintain a really high altitude? and it would only be for a short period of time.
not really that would make the easier to spot and shoot down they hide behind trees and mountians and wait for their chance to strike if there are AA vehicles.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Heavy AAS

Post by Psyko »

markonymous wrote:an abrams refuels like once every 3 hours i've heard. Im not a big fan of refueling though.

I'm actually not a big fan of this idea at all... a battle can't be won without infantry. The tank supports the infantry thats its main purpose and same goes for all air vehicles therefor this is not a realistic suggestion and does not fit in project reality.



not really that would make the easier to spot and shoot down they hide behind trees and mountians and wait for their chance to strike if there are AA vehicles.
Gunship- Oh i ment the AC-130 (refering to it as a gunship)

Tanks dont support infantry... The tanks do the big job, and the infantry are only there to do the little nitty gritty stuff, pick up documents, destroy small assets, round up civilians and clear out whatever enemy presence is left over so that the tanks can avoid additional collateral damage by firing at all the targets they didnt shoot at on their issisial assault.

I think...
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: Heavy AAS

Post by Zimmer »

markonymous wrote: not really that would make the easier to spot and shoot down they hide behind trees and mountians and wait for their chance to strike if there are AA vehicles.
Welll I dont know if these things actually can hide behind trees though

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burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Re: Heavy AAS

Post by burghUK »

No need for mass tank charges this when its already done on vanilla and especially fh2.
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Heavy AAS

Post by @bsurd »

why wanne change the hole mod?

now i see often the stupid 1 man tanks, and now you realy wanne build a 4 or 5 manned tank? Sorry but thats a hole squad witch can take out with one hellfire.

And if you look the youtube vids, you will ever see the tanks and other vehicles support only the inf.

I dont think that any army would send tanks in real hot zones without inf and air support.

In PR a tank or a attack chopper without the inf is nothing and ends dead very fast.

Let it as it is now, because the choises you can make, Kits, vehicles and so on is that what makes games like this really funny and interesing.
gurk_12
Posts: 23
Joined: 2008-03-16 14:30

Re: Heavy AAS

Post by gurk_12 »

Actually Tanks and infantry support each other. Infantry e.g engis look out for mines ieds etc the riflemen cover them thus spporting the tanks crews while the tank crews cover them and take out targets that the infantry cannot engage exactly the same for the Airforce.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Heavy AAS

Post by Psyko »

@bsurd wrote:why wanne change the hole mod?

now i see often the stupid 1 man tanks, and now you realy wanne build a 4 or 5 manned tank? Sorry but thats a hole squad witch can take out with one hellfire.

And if you look the youtube vids, you will ever see the tanks and other vehicles support only the inf.

I dont think that any army would send tanks in real hot zones without inf and air support.

In PR a tank or a attack chopper without the inf is nothing and ends dead very fast.

Let it as it is now, because the choises you can make, Kits, vehicles and so on is that what makes games like this really funny and interesing.
Nope. i dont want to change the whole mod. Just add an extra feature, and after time, that feature could have it's flaws siphoned off and improved.
So, we would have...
(a) Infantry only
(B) Infantry and tanks and air
(C) Tanks and air

And again, you have to take into account that large armour based Maps like Qinling are not being used to their fullest, so why not pile all the would-be infantry into tanks and gunships for 45 minutes of landscape rocking explosions! :)
Gunwing
Posts: 184
Joined: 2007-02-16 18:21

Re: Heavy AAS

Post by Gunwing »

We have maps like this in RO and for all the right reasons it works. We have infantry and tank maps, but we also have what are called Combined Arms maps, as well as infantry maps, and tank maps. Sure tank fans will not play tank maps, but that means that the tank guys can have their fun without a jet to ruin their day, and the infantry can have APCs, and other infantry support vehicles on maps where they work. We have a map where each team has only two tanks, and the infantry have to support these tanks can blow up baracades to reach their objectives. It works well as the tankers can hose down the enemy tanks, and infantry while at the same time the infantry can snipe, and lay down cover fire, as well as make heavy use of smoke to conseal advances. Mind you it's a different engine, but it all works well and the community can play what they like and not deal with what they don't like.
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