Push and Pull Objects

Suggestions from our community members for PR:BF2. Read the stickies before posting.
[ZiiP]DarkJester
Posts: 127
Joined: 2005-11-14 20:30

Push and Pull Objects

Post by [ZiiP]DarkJester »

Thought of this while playing Infantry only on our server.


The Idea: To allow Engineers to push and pull certain 'static' objects - ie: boxes, barrels, crates, those little mobile gas cylinders, - anything that could be "shoved"


Why: Well, from playing Zatar and other maps with no vehicles, The game is a lot "slower" (good thing) and gives you time to secure perimeters and make a defense.

I'm guessing that in RL, if you have somewhere that you consider a "base", you'll do something to at least secure it... ie, put some **** in the front door to stop people driving in.

So, back to the game, while the rest of your team is securing the area, an Engineer could be making more "perminent" defenses - or maybe even setting up "traps" with barrels etc.

Going on one step more, has anyone (i'm sure someone already has) considered Engineers carrying Barbed/Razor wire to section off some areas? - and maybe some cutters to cut the enemies?

Just some thoughts... :P
Image

[ZiiP] Community Director :: http://www.ziip.co.uk
Wraith
Retired PR Developer
Posts: 1929
Joined: 2006-02-11 00:10

Post by Wraith »

Nice thinking Jester. How about something like "Deploy Sandbags" where they drop a line of sandbags or something like that... If it could be done it would be sweet.
Image
Image
Hitperson
Retired PR Developer
Posts: 6733
Joined: 2005-11-08 08:09

Post by Hitperson »

'[R-DEV wrote:Wraith']Nice thinking Jester. How about something like "Deploy Sandbags" where they drop a line of sandbags or something like that... If it could be done it would be sweet.

would me cool but i'm not sure how long a projectile can last in a game.
Image
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
Pence
Posts: 2248
Joined: 2006-02-04 06:10

Post by Pence »

I think this would be good for Tomb Raider style maps.
Campez
Posts: 510
Joined: 2005-10-29 13:51

Post by Campez »

I like your ides dude, good thinking :D
trogdor1289
Posts: 5201
Joined: 2006-03-26 04:04

Post by trogdor1289 »

This would be an awesome idea if implented well. Only problem i can see is with aas if one team captures three flags out of four and makes them impossilbe to capture with the sheer amount of **** they lay down. One soloution is to give the objects hitpoints and have spec ops, tanks ectr be able to do enough damage to destroy them. Doing this would ehnace the teamplay element even more.
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

'[R-DEV wrote:D|sciple']good idea or why not have the engineer have like a build function, where he can build stuff like you mentioned, barbwire, watch tower, bunker, traps like in bfv, etc. that would be very interesting. And as for the wire cutters, you can also give them to the specops guys. that would be sweet.
That would be so awesome and engineer-like.
"Practice proves more than theory, in any case."

- Abraham Lincoln


"i so regret searching "giant hentai penis" on google images though ;_;"

- Garabaldi
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

1 bit problem. BF2 dose not use the source engine.
Image
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

Yeah, it would seem a bit hard to push static objects.
"Practice proves more than theory, in any case."

- Abraham Lincoln


"i so regret searching "giant hentai penis" on google images though ;_;"

- Garabaldi
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

But it does have a phyiscs engine. Battlefield Apocalypse is doing a few things with it. Check this video out.

http://www.bfapocalypse.com/modules.php ... tit&lid=25

Also, reality wise why would an engineer carry a bunch of barb wire and sandbags on him? If thats even possible on top of the other equipment he may have on. Besides that you'll end up with players placing them in odd places. Such as hills, on top of cars stuff like that. Its my opinion that the mappers should add the right amount and appropiate defences around specific control points. I actually made a topic called "map concealment" that can spark some ideas. :)
[ZiiP]DarkJester
Posts: 127
Joined: 2005-11-14 20:30

Post by [ZiiP]DarkJester »

Then ya coders can think of a way around it... ;) surely, everything is an entity with properities.

An engineer already places and object on the ground.. a mine. So why not allow him to place a streach of barbed wire - just another object.

Sure.. I know converting ideas into reality is never easy... but if it was easy to implement, it wouldn't make a mod "special"...
Image

[ZiiP] Community Director :: http://www.ziip.co.uk
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

I'm saying though, certain mines are pretty portable, not to mention there only value being to destroy enemy vehicles. Barb wire you would need some sort of truck to carry it in, and then have the soldiers work to establish a defence. Also it still doesn't address the fact that players will put them in odd places. Take the way players put claymores next to ladders, it would be worse if they put barb wire there. Or perhaps place sandbags to block off certain areas. People can be very creative nowadays, so its almost impossible to list the amount places a player may put an object.

Now one thing I would suggest about the engy class is the ability to "defuse" or "disable" all explosives.
Infantrigel
Posts: 87
Joined: 2006-02-27 17:50

Post by Infantrigel »

I also think there would be huge performance problems if to many statics were placed on a map.
Image
“See, in my line of work you got to keep repeating things over and over and over again for the truth to sink in, to kind of catapult the propaganda.”, Georg W. Bush
“If you tell a big enough lie and tell it frequently enough, it will be believed.”, Adolf Hitler
Infantrigel
Posts: 87
Joined: 2006-02-27 17:50

Post by Infantrigel »

'[ZiiP wrote:DarkJester']
An engineer already places and object on the ground.. a mine. So why not allow him to place a streach of barbed wire - just another object.

Sure.. I know converting ideas into reality is never easy... but if it was easy to implement, it wouldn't make a mod "special"...
But you also have to remember that something things look just stupid. I think it was in an early Desert Combat version where you could place a piece of sandbagwall (like a mine) on the ground.
But it just looked dumb and was not really used so they left it out the version after that.
Image
“See, in my line of work you got to keep repeating things over and over and over again for the truth to sink in, to kind of catapult the propaganda.”, Georg W. Bush
“If you tell a big enough lie and tell it frequently enough, it will be believed.”, Adolf Hitler
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

As it is, I think the engy class play a key role onto the battlefield already. As it is, I think the engy should be a "combat engineer". Equiped with an assault rifle or carbine (no modifications). They should be capable of disabling enemy explosives, and using them as well. I find it too complicated to actually have engineers build defences, and actually have it work in a balanced and fun manner. Especially with an engine as bad as Battlefield 2.
AiRfOrCe
Retired PR Developer
Posts: 436
Joined: 2006-03-21 02:15

Post by AiRfOrCe »

Agreed, Terranova.

It would seem that they seem to carry a carbine/rifle AND shotgun. The shotgun I BELIEVE... is generally used for blowing open doors and stuff like that. However, I think the idea is that we want diversity in the game also, so rather than having everyone with a rifle, it would be more interesting to see combat engineer with a shotgun.

I don't think the static emplacements would work so well, but I believe they should be given some more defining characteristics that make them important. Using and defusing explosives is a must. Maybe the engineers can perform some sort of communications role? If player-controlled artillery is created, they might be a sort of 'radioman' for the squad and call the targets. I'm not sure if this is supported in the BF2 engine.
Image
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

The thing about the shotgun though, is that unless its an urban environment, its useless. You don't see alot of shotgun kills on maps such as zatar wetlands, fushe pass, etc. Which is primarily why I suggested carbines/rifles for their classes. If possible, perhaps the devs could open up an alternate kit for the same classes (unlocking the unlockables). The two kits could feature a shotgun and a carbine/rifle for each seperate kit.

If not, then on urban dominated maps (Karkand, Sharqi etc.) the primary weapon could be a shotgun. Where as on field type maps the primary weapon for the engy class could be a rifle/carbine. :)
Stu007
Posts: 159
Joined: 2005-10-31 19:58

Post by Stu007 »

sounds like a good idea, being able to build defense
--Stu007--
Post Reply

Return to “PR:BF2 Suggestions”