[Gameplay] Deployable Assets

Colt556
Posts: 352
Joined: 2008-06-06 11:42

Re: [Gameplay] Deployable Assets

Post by Colt556 »

I have a question, if any SL can set up a FOP (Forward Outpost) then wouldn't any SL just place it wherever they want, with no regard to the overall team? Essentially using them as personal rally/re-arm points for their squads? Is there any sort of counter-measures to prevent such abuse and lack of team-work in the absence of a Commander?
RustyBandSaw
Posts: 121
Joined: 2005-09-14 21:15

Re: [Gameplay] Deployable Assets

Post by RustyBandSaw »

[R-DEV]coderedfox wrote:Any reason? Just curious :-P
I'll throw in my point for this one, being:

- Placing a command post anywhere at any time could be (and was at times) abused, i.e. for getting a command truck into/on top of an inaccessible area. Another abuse could be moving it out into the middle of the battlefield for repairing/rearming armor, which removes the necessity for Engineers and is pretty much unrealistic.

- One more thing the commander needed to "build". This just reduces the "construction foreman" task for the commander once again.

Just to add...

What purpose does the command post truly serve? The only thing special I about it, is it's ability to repair vehicles, and spawn supply trucks. Why not have something more along the lines of a repair depot at main bases, or FOB's?
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agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Re: [Gameplay] Deployable Assets

Post by agentscar »

Nice changes.

:)
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isooth
Posts: 60
Joined: 2008-02-29 12:11

Re: [Gameplay] Deployable Assets

Post by isooth »

I thought FH2 had a good mortar solution, why not do something similar?
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jozi02
Posts: 260
Joined: 2008-02-17 20:32

Re: [Gameplay] Deployable Assets

Post by jozi02 »

Yeah, Spec Ops will be more usefull now :)
markonymous
Posts: 1358
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Re: [Gameplay] Deployable Assets

Post by markonymous »

sweet updates.
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Ecko
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Re: [Gameplay] Deployable Assets

Post by Ecko »

ironcomatose wrote:Thats kinda the idea i would think. To be able to set up hopefully well placed assets on the fly without all the hassle of dealing with a commander. Although you still need a truck and good luck getting to competent hueys to set up a base. :roll:
Not really ^^. "Truck or 2 Supply crates".

Will be perfect for op archer (So many places are inaccessible to the truck.)
Of course get pilots to co-operate will be difficult.
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SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Gameplay] Deployable Assets

Post by SuperTimo »

isooth wrote:I thought FH2 had a good mortar solution, why not do something similar?
no AIX mortars FTW!!
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Ironcomatose
Posts: 3471
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Re: [Gameplay] Deployable Assets

Post by Ironcomatose »

Ecko wrote:Not really ^^. "Truck or 2 Supply crates".

Will be perfect for op archer (So many places are inaccessible to the truck.)
Of course get pilots to co-operate will be difficult.
I know but thats why i said good luck finding two huey pilots :lol:

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Evilhomer
Retired PR Developer
Posts: 2193
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Re: [Gameplay] Deployable Assets

Post by Evilhomer »

gumball wrote:actually, that makes sense and that may be it, hmmm, can we get a wink?
:17_ban:

thats a smily for you!
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Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: [Gameplay] Deployable Assets

Post by Hotrod525 »

is it possible to have underground bunker ? something similar to that :
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Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: [Gameplay] Deployable Assets

Post by Boris.T.Spider »

How about a deployable radar station (models already there) which puts air units within a certain range on the map, similar to the UAV from vanila. of course that would also put you on the map for any aircraft. SAM sites FTW
marcoelnk
Retired PR Developer
Posts: 1581
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Re: [Gameplay] Deployable Assets

Post by marcoelnk »

Boris.T.Spider wrote:How about a deployable radar station (models already there) which puts air units within a certain range on the map, similar to the UAV from vanila. of course that would also put you on the map for any aircraft. SAM sites FTW
wtf?
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Gameplay] Deployable Assets

Post by Maxfragg »

Hotrod525 wrote:is it possible to have underground bunker ? something similar to that :
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no, defnatly not, as you can not go under the terrain
General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: [Gameplay] Deployable Assets

Post by General Dragosh »

[R-CON]marcoelnk wrote:wtf?
Well he propably ment the radar only scans the air or just shows airplanes on the map... if he didnt ment that, than i mean that... :D
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Boris.T.Spider
Posts: 224
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Re: [Gameplay] Deployable Assets

Post by Boris.T.Spider »

[R-CON]marcoelnk wrote:wtf?
Not sure which part your WTF'ing at but, as I recal from my old flight sims, active radars at SAM sites which give the SAM opperators some warning that that there is a jet aproaching are a dead give away for modern jets and fairly easy to avoid. It would essentialy be to deny sections of the map air support.
Smegburt_funkledink
Posts: 4080
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Re: [Gameplay] Deployable Assets

Post by Smegburt_funkledink »

Some nice improvements DB, good work!

I feel that a vital and realistic asset is missing...

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Jk/ wouldn't mind waiting till 1.0 tho. :p

On a serious note, the HMG's along with this new set of rules are fullbore!
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Reddish Red
Posts: 545
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Re: [Gameplay] Deployable Assets

Post by Reddish Red »

I'm not too sure about #3, wouden't it lead to no one being no one as commander?
Rico11b: Better than that just take the body out of the game all together, and we'll have floating heads in game.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Gameplay] Deployable Assets

Post by arjan »

Nice update! Heavy Machin Gun will rockz! :D

but i dislike the idea of not having a command post.
becouse command posts are an excellent target for an SF mission to slow down the enemies movement, and and i think its much more realistic with an command post, okay maybe not the current model, but maybe in another way.
LekyIRL
Posts: 1345
Joined: 2007-06-23 16:34

Re: [Gameplay] Deployable Assets

Post by LekyIRL »

I like the whole idea about there not needing to be a commander. Too many times have I seen people being forced to be commander just to get bunkers/firebases.
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