[Gameplay] Deployable Assets
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Colt556
- Posts: 352
- Joined: 2008-06-06 11:42
Re: [Gameplay] Deployable Assets
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?
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RustyBandSaw
- Posts: 121
- Joined: 2005-09-14 21:15
Re: [Gameplay] Deployable Assets
I'll throw in my point for this one, being:[R-DEV]coderedfox wrote:Any reason? Just curious![]()
- 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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isooth
- Posts: 60
- Joined: 2008-02-29 12:11
Re: [Gameplay] Deployable Assets
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
Yeah, Spec Ops will be more usefull now 
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markonymous
- Posts: 1358
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Ecko
- Posts: 925
- Joined: 2006-11-28 22:49
Re: [Gameplay] Deployable Assets
Not really ^^. "Truck or 2 Supply crates".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.![]()
Will be perfect for op archer (So many places are inaccessible to the truck.)
Of course get pilots to co-operate will be difficult.
AKA Ecko1987
Beep-Beep-Beep.
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SuperTimo
- Posts: 2079
- Joined: 2007-07-31 09:25
Re: [Gameplay] Deployable Assets
no AIX mortars FTW!!isooth wrote:I thought FH2 had a good mortar solution, why not do something similar?

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Ironcomatose
- Posts: 3471
- Joined: 2007-02-21 06:07
Re: [Gameplay] Deployable Assets
I know but thats why i said good luck finding two huey pilotsEcko 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.
[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
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Evilhomer
- Retired PR Developer
- Posts: 2193
- Joined: 2004-08-03 12:00
Re: [Gameplay] Deployable Assets
gumball wrote:actually, that makes sense and that may be it, hmmm, can we get a wink?
thats a smily for you!

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Hotrod525
- Posts: 2215
- Joined: 2006-12-10 13:28
Re: [Gameplay] Deployable Assets
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
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
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marcoelnk
- Retired PR Developer
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- Joined: 2007-03-03 11:30
Re: [Gameplay] Deployable Assets
wtf?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

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Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10
Re: [Gameplay] Deployable Assets
no, defnatly not, as you can not go under the terrainHotrod525 wrote:is it possible to have underground bunker ? something similar to that :
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General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
Re: [Gameplay] Deployable Assets
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...[R-CON]marcoelnk wrote:wtf?
[img][/img]Newly ordered sig !
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Boris.T.Spider
- Posts: 224
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Re: [Gameplay] Deployable Assets
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.[R-CON]marcoelnk wrote:wtf?
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Smegburt_funkledink
- Posts: 4080
- Joined: 2007-11-29 00:29
Re: [Gameplay] Deployable Assets
Some nice improvements DB, good work!
I feel that a vital and realistic asset is missing...

Jk/ wouldn't mind waiting till 1.0 tho.
On a serious note, the HMG's along with this new set of rules are fullbore!
I feel that a vital and realistic asset is missing...

Jk/ wouldn't mind waiting till 1.0 tho.
On a serious note, the HMG's along with this new set of rules are fullbore!
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
[R-DEV]Matrox "CHINAAAAAAA!!!"
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Reddish Red
- Posts: 545
- Joined: 2007-08-02 10:56
Re: [Gameplay] Deployable Assets
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.
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arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: [Gameplay] Deployable Assets
Nice update! Heavy Machin Gun will rockz! 
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.
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.
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LekyIRL
- Posts: 1345
- Joined: 2007-06-23 16:34
Re: [Gameplay] Deployable Assets
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.
[R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah*



