capturealbe firebase / bunker

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[DVB] Avalon.ca
Posts: 370
Joined: 2006-10-31 00:13

capturealbe firebase / bunker

Post by [DVB] Avalon.ca »

how bout being able to capture the enemys assets.? any ideas on rules for it?
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xb385
Posts: 8
Joined: 2008-10-31 19:05

Re: capturealbe firebase / bunker

Post by xb385 »

now this would make defending your assets an extra objective
it would be realistic in a way

example: 50cal emplacement gets over run, the enemy should be able to use it since its not rocket sience lol
Dude388
Posts: 404
Joined: 2008-07-21 21:15

Re: capturealbe firebase / bunker

Post by Dude388 »

It seems like a perfectly logical idea. But there must be a coding issue for the DEV's or else this would already be in-game (after all, it makes sense)
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Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: capturealbe firebase / bunker

Post by Waaah_Wah »

Just destroy the enemy FB and build your own there using their supply crates.
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
[DVB] Avalon.ca
Posts: 370
Joined: 2006-10-31 00:13

Re: capturealbe firebase / bunker

Post by [DVB] Avalon.ca »

what sence would it make to tear down a perfectly good structure only to build a new one. the whole idea behind over running a firebase is to get rid of an enemy emcampment (or a vinilla CP) perhaps with captureable assests there could be a ticket bleed bonus or the like. or it is like stealing the enemys sniper kit, a bunker is not able to be built until you recaputre it, or it is distroyed.
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single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: capturealbe firebase / bunker

Post by single.shot (nor) »

STAMP OF LAMENESS

why would u make another point to defend, when theres plenty of flags and such. as well you might consider the amout of work this will take (im not an expart at anything, but im pretty sure that dynamic "flags" are hard to make.

i agree with WAAHWAAH that why capture when u can make your own..
i usually like new ideas and suggestions, but this one, IMHO is far out.


User was given a warning for this post. If you can only be a ****, simply dont post. The latter 2/3 of your post is perfectly fine, the beginning, however, is lacking. Leave your flaming at the door.
-Okita
Last edited by OkitaMakoto on 2008-11-02 04:07, edited 3 times in total.
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
-Sauso-
Posts: 250
Joined: 2008-08-25 06:02

Re: capturealbe firebase / bunker

Post by -Sauso- »

why build your own when u can capture! lol ..i like this idea, Avalon. adds another aspect into game play.
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[DVB] Avalon.ca
Posts: 370
Joined: 2006-10-31 00:13

Re: capturealbe firebase / bunker

Post by [DVB] Avalon.ca »

single.shot (nor) wrote:STAMP OF LAMENESS

why would u make another point to defend, when theres plenty of flags and such. as well you might consider the amout of work this will take (im not an expart at anything, but im pretty sure that dynamic "flags" are hard to make.

i agree with WAAHWAAH that why capture when u can make your own..
i usually like new ideas and suggestions, but this one, IMHO is far out.


lameness? very constructive post. perhaps when you carry [R-DEV] in front of your name, i will take more stock in what the game can and cannot accomidate. it is an idea.
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OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: capturealbe firebase / bunker

Post by OkitaMakoto »

Wow, good suggestion. I dont know if its been brought up before but its new to me.

I also dont see it as being impossible. Though that all depends on whether or not you can change the team of a firebase/bunker through Python coding... Seems like itd be possible as much of that is already done through python anyway.

Would give more importance to them, and I know a lot of DEVs want to get away from standard flag capping. This would make them need to be placed in better positions, more easily defended etc and might really improve gameplay.

Good suggestion, even if it doesnt get implemented.



...and don't listen to singleshot, hes just jealous that he didn't think of this himself.
[DVB] Avalon.ca
Posts: 370
Joined: 2006-10-31 00:13

Re: capturealbe firebase / bunker

Post by [DVB] Avalon.ca »

as game play goes, this might give the ablity to only use one flag per map ( in some cases) and actualy have to find the enemy as opposed to knowing at least what direction they heading. any how just a thought.
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Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: capturealbe firebase / bunker

Post by Harrod200 »

This idea is granted the much coveted seal of Harrod approval.

Would make for an interesting game if a bunker could be captured as oppose to destroyed. Maybe knifing the radio captures the bunker, while a different static (ammo case?) would destroy it.

I also like how the bunker remains on the original team's tally, so if US build a bunker and the MEC capture it, the MEC can have up to 5 bunkers in total while the US have to destroy or recapture their original one, otherwise they can only build 3.
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[DVB] Avalon.ca
Posts: 370
Joined: 2006-10-31 00:13

Re: capturealbe firebase / bunker

Post by [DVB] Avalon.ca »

it creates a capture the flag kind of game which we are playing already, however the problem is, you just have to find the bloody flag. however numbers of firebases and the like would be map dependant, and of course is the issue with AASv2. in fact it could be a possiblity to break from it in a sence. the problem would be, running the risk of a whack a mole game style, depending on the player base.
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[DVB] Avalon.ca
Posts: 370
Joined: 2006-10-31 00:13

Re: capturealbe firebase / bunker

Post by [DVB] Avalon.ca »

*bump*

just wondering if the devs had time to investgate this further?
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M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: capturealbe firebase / bunker

Post by M_Striker »

Well, how do you think this would be possible? Knife the radio and it's yours? I could see a trading of forward ouposts over and over again, *one guys knifes the radio, It's his!, then and enemy he didn't see kills him and knifes the raido, It's his!* How would this work?
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: capturealbe firebase / bunker

Post by Outlawz7 »

And what if a team already has all four outposts built and they capture more from the enemy? Then you got a team with like eight spawn points and the other one has none.
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=[PS]=Ihrocks
Posts: 27
Joined: 2007-09-01 02:09

Re: capturealbe firebase / bunker

Post by =[PS]=Ihrocks »

[R-COM]Outlawz wrote:And what if a team already has all four outposts built and they capture more from the enemy? Then you got a team with like eight spawn points and the other one has none.
tough luck shouldve put your base in a better spot this would really help the stupid locations that some people put firebases in
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: capturealbe firebase / bunker

Post by IAJTHOMAS »

I'd be more in favour of the idea if knifing the bunker has the current effect, but the base is able to be shoveled by either team to construct an outpost. Would stop instant spawn trading all the time.

Probably involve the h-word though.
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PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: capturealbe firebase / bunker

Post by PlaynCool »

Nice idea, you should be able to cap it only when you stand inside it!
fubar++
Posts: 248
Joined: 2007-07-08 17:04

Re: capturealbe firebase / bunker

Post by fubar++ »

I already posted a bit similar kind of suggestion:

https://www.realitymod.com/forum/f18-pr ... nkers.html

No offense but I think it would be even better than this ;)
Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Re: capturealbe firebase / bunker

Post by Hfett »

Actualy i can do this on 0.8

Find the enemy firebase, find the 2 crates that they used to build theirs, destroy the enemy firebase and build yours using the crates.
www.joinsquadbrasil.com.br
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