The Chinook and Vehicles

Suggestions from our community members for PR:BF2. Read the stickies before posting.
unrealalex
Posts: 1595
Joined: 2007-07-29 21:51

Re: The Chinook and Vehicles

Post by unrealalex »

Would be cool if right clicking while in the pilot seat could drop a range rover or humvee like a supply crate
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: The Chinook and Vehicles

Post by ReadMenace »

Maybe they brought back Mobile Spawning for it?

-REad
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: The Chinook and Vehicles

Post by cyberzomby »

Just make it so they cant recharge or they can only drop 2 vehicles in a game. Else it would be total vehicle spammage or maybe even the cartillery from bf2
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: The Chinook and Vehicles

Post by Scot »

A large number of crates?
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Rebel-NOR
Posts: 37
Joined: 2008-08-30 20:27

Re: The Chinook and Vehicles

Post by Rebel-NOR »

then it must be actevated a sort of spead limit, so nobody use the vehicels as bombs!! I like the idea really much. But it should be refueld with another vehicel after landing, one vehicel one chopper.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: The Chinook and Vehicles

Post by Smegburt_funkledink »

Already suggested, I'll try to find the thread...
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: The Chinook and Vehicles

Post by Rudd »

this has been discussed to death, in fact it was discussed to death by community modders :wink:
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: The Chinook and Vehicles

Post by OkitaMakoto »

Mag linking a good number of crates and vehicles could be cool, that was my suggestion


But various ideas are being looked into, theres really a good amount of choices available, even some new novel ones that could prove interesting,, but who knows[surely someone does] heh.

I think its been suggested before though, but Ill let Smeg find the thread and we'll see if its still unlocked ;)
hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: The Chinook and Vehicles

Post by hx.bjoffe »

'[R-DEV wrote:Eggman']Would be nice to see if there's a creative way to work around the *mesh* limitations of 8 ppl. As in the cockpit could be a seperate mesh for 2 people and the passenger area could be a seperate mesh for 8 ppl. Always wanted to see if this could be made workable, but not sure if ti can be hacked in.
I still hope for this :)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: The Chinook and Vehicles

Post by Rhino »

hx.bjoffe wrote:I still hope for this :)
when eggman last tried it he failed with this theory but I plan on trying it myself again once the Chinook is done, maybe before :p

The Chinook ingame will not carry any vehicles since ye it can in r/l but in r/l it needs to be under slung and it would not be dropped off in a combat zone and used in a few secs after landing like it would be in game if we did this. If this was a Sci-Fi game, trust me one of the biggest things I would want is a transport that could carry an assault vehicle with it, IMO its something that is going to happen in the near future as I can see it as a very effective tactic. But that is beside the point as we are talking about todays combat.
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hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: The Chinook and Vehicles

Post by hx.bjoffe »

[R-DEV]Rhino wrote:when eggman last tried it he failed with this theory but I plan on trying it myself again once the Chinook is done, maybe before :p
Excellent! Yeah, get a sober mind on the issue. ;) If you figure it out, it's no telling the reach it can have. Why stop with 10 passengers..
Just lay off the drugs Rhino, and im sure you'll find a solution. :D
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: The Chinook and Vehicles

Post by Glimmerman »

We had this idea for a long time to let it spawn a Jeep or LSV when on the ground and pressing fire for the jeep and alt. fire for crates.

Keep in mind if they succeed it must have one hell of a loading time to reload the jeep at base!
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: The Chinook and Vehicles

Post by Rhino »

[R-CON]Glimmerman wrote:We had this idea for a long time to let it spawn a Jeep or LSV when on the ground and pressing fire for the jeep and alt. fire for crates.

Keep in mind if they succeed it must have one hell of a loading time to reload the jeep at base!
it isn't that hard to do you just do it the same way as you "fire a crate" from a truck, just replace the crate projectile with a jeep...

and you wouldn't be able to change the reload time, it would be the same reload as a crate.
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Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Re: The Chinook and Vehicles

Post by Bob_Marley »

[R-DEV]Rhino wrote: If this was a Sci-Fi game, trust me one of the biggest things I would want is a transport that could carry an assault vehicle with it, IMO its something that is going to happen in the near future as I can see it as a very effective tactic.
So no Normandy dropped M35 Mako for PR? :(


:p
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Many thanks to [R-DEV]Adriaan for the sig!
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: The Chinook and Vehicles

Post by Solid Knight »

Drop a boat?
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: The Chinook and Vehicles

Post by Smegburt_funkledink »

Well, I am at work Okita, sorry I'm not as efficient as you...


Here's a couple, Can't find the original suggestion & discussion.
https://www.realitymod.com/forum/f18-pr ... hicle.html
https://www.realitymod.com/forum/f18-pr ... inook.html (locked)

Possibly the one that Rudd mentioned (with tease renders :) ):
https://www.realitymod.com/forum/f203-d ... inook.html

Last mention (Not locked :p ):
https://www.realitymod.com/forum/f18-pr ... rhaps.html
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: The Chinook and Vehicles

Post by Mongolian_dude »

What about an if it could drop an Expering team wide Rally point?

That way, large numbers of troops can be moved across the battlefield; just as would be possible with a real chinook. Perhaps this RP could be limited to a timer or a number of spawns (such as 55 or a little less, as I belive this is around the ammount of troops they can carry).

The problems would be:
- Players would have to have died, or that the would have just started to get this affect.
- Players spawning would not dismount with requested kits, as they would IRL. A fix would be requesting kits from chinooks.
- After the chopper has taken off, it means players can still spawn. With a spawn/time limit, around 55 troops would be dropped anyway; meaning no infinite troops from a single area.
- If the RP is immediately routed/proximity destroyed by 3 close hostiles, a full 55 troops cannot disembark to combat them; as opposed to losing the RP and not being able to spawn.
_ _ _ _ _ _ _ _ _

Alternative
Players would be able to spawn within the seats of the chinook; however with a limited spawn count.

Every spawning player would deduct 1 point/ammo count from the vehicle. Simply "reloading" at a helipad would allow further players to spawn on it; simulating an RTB to collect more troops.


...mongol...
Military lawyers engaged in fierce legal action.

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

Re: The Chinook and Vehicles

Post by Rhino »

ye we have had that idea also mong but not something we are looking at doing, if you think about it with it being able to deploy 2 supply crates it would be possible to build a firebase or bunker strait off the LZ area and then you have a permanent spawn there ;)
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