technicals- Kaboom

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AgentMongoose
Posts: 265
Joined: 2008-09-02 19:03

technicals- Kaboom

Post by AgentMongoose »

Ok i feel that in order to keep from technicals just going kaboom at random when driving through the hills or off road- their health should be doubled (well increased) And once the Techy reaches less then 50% health It becomes immovable- Like a tank getting tracked or Humvee missing wheels etc.

That why techys would still be unreliable- but it should cut back on the spontaneous combustions.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: technicals- Kaboom

Post by Gore »

Drive carefully in those hills or it will break down :)
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: technicals- Kaboom

Post by McBumLuv »

^not even, they just go "BOOM after a couple flashes of blood, which is really weird. I'd like to see the immobility involved, that way you would know to get out/get repairs.
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Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: technicals- Kaboom

Post by Airsoft »

Also need to remove the explosion when a car drives into the water, it should just disable the ability to drive, not blow up and injure the passengers whom bailed out.
llPANCHOll
Posts: 233
Joined: 2007-11-12 21:37

Re: technicals- Kaboom

Post by llPANCHOll »

When objects reach 0 hp they blow up, so there is no way to stop the "Blowing UP" but I do like the Idea of doubleing the HP and then having them "Tracked" at 50%..

The spontaniously combusting vehicles are annoying.
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: technicals- Kaboom

Post by gclark03 »

It would be best if vehicles automatically came to a stop when they started burning, but I don't know if it can be done. The worst part about driving is when the vehicle burns at full speed and you have to try to stop and bail out before the thing explodes.

Why does it always have to explode, anyway? Damaged vehicles should be difficult to destroy completely, but easy to disable.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: technicals- Kaboom

Post by McBumLuv »

^Exactly. I've also thought, but doubt its possible, to be able to link the strength of a crash to the passengers' health. In other words, Go off a bump, maybe damage an axle a bit, but don't hurt yourself. But, crash at fullspeed into a wall, and you're seriously hurt, especially if you're not buckled :)


Error, BF 2 will not accept common sense, it's hardcoded.
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TheParadoX
Posts: 145
Joined: 2007-06-03 10:11

Re: technicals- Kaboom

Post by TheParadoX »

Good idea, I agree.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: technicals- Kaboom

Post by AnRK »

I wouldn't mind this "tracking"/increased health thing being applied to all vehicles that take damage from driving off-road, blowing up cos of a nasty bump is kinda silly, this way vehicles and therefore yourself will survive anything none-weapon related, unless your unfortunate enough to drive off a cliff or something...
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: technicals- Kaboom

Post by badmojo420 »

I agree with having the cars able to be disabled. I've even messed around trying to achieve this in bf2editor, with no luck. I got the tank to disable after very little damage, so i knew what numbers to change and still it just blows up when it hits zero. Maybe there is some settings i'm missing, if anyone knows more about this please let me know, i wouldn't mind testing this out in detail if it even works.

Worst part about vehicles blowing up is the blood screen looks exactly like when you get shot through the window. The other day i was taking fire, and by the time i realized the car was burning it was too late. If anything the blood screen should be changed to a fire screen or similar.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: technicals- Kaboom

Post by AnRK »

You wanna make it so it's tracks/wheels/turret etc disable well before it gets to no health don't you? So it's un-movable till a engineer is called while not blowing up due to a lack of health.

An easy way of looking at the values would be to double the "health" of all vehicles, then move the wheel/track/turret damage factor to an appropriate place. After the drivings done then you'd change the damage values from weapons to that vehicle to represent the change in the amount of "health". Say a L-AT did 50 damage to an APC with 100 "health", just changing the L-AT's damge to 100 etc to make up for the increased health.

The effect thing is kinda annoying, I'd be nice if they could be replaced by some nice sound effects depending on the vehicle, but due to how basic the health system seems to be I'd imagine you can only have 1 damage sound per vehicle and it'd end up getting played along with the sound of whatever weapon hit you when you get hit by a projectile, so that'd sound kinda weird. That's all speculation, but I'd have thought that'd be the limitation of the effects for vehicles, probably why we have the bleeding effect, would be cool to change it to something else either way to differentiate it from bleeding., even if it is very basic
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: technicals- Kaboom

Post by gclark03 »

I ideate that the DEVs will have to do the following:

1) Increase the health and tweak the disabled threshold, as AnRk described.

2) Change the armor material of applicable light vehicles so that a lot of weapons can penetrate them and harm the passengers. (I understand some of them are armored, but that could prevent drivers from running over entire infantry squads with impunity.)

3) Make the fire effect a bit more vivid, and add smoke. (There's a lot more smoke than flame in vehicle disasters like this.)

4) Add a gap between the damage required to disable and the damage required for the vehicle to 'bleed' health until zero. (This is so the enemy can 'capture' disabled vehicles.) If possible, add a chance for the vehicle to explode before zero, to simulate a gas tank explosion. (probably impossible)
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: technicals- Kaboom

Post by AnRK »

Yeah that all seems reasonable G. If that and the more endurable wreckages get added then I'd be very happy with the system as a whole.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: technicals- Kaboom

Post by gclark03 »

What can be done with the burning effect to make it more noticeable and realistic? Smoke is the best option, but is graphics performance a problem?
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: technicals- Kaboom

Post by McBumLuv »

^That would be good, combined with your other points outlined. I'm guessing it's impossible to change the model/textures of vehicles that are half way down health? If it was, it would probably already be in-game, so I think it's unlikely.
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: technicals- Kaboom

Post by AnRK »

Yeah it probably would be, although you get the difference in smoking/burning as more damage is inflicted, although smoking/burning is an effect and nothing to do with textures (I think..)

I think the current smoking/burning effects are pretty decent as they are though, perhaps if the burning style smoke was a bit thicker and blacker similar to a wreck burning, would be cool if there was a hint of randomness to the effect, kinda like when you get wrecks that don't burn or smoke, although that might just be a bug of some sort.
mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Re: technicals- Kaboom

Post by mp5punk »

technical idea sounds pretty good as they are always speeding through rough terrain.
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Anxiety
Posts: 174
Joined: 2007-08-16 09:20

Re: technicals- Kaboom

Post by Anxiety »

maybe they could make it so cars don't explode at all, and just go into this " inhert" state, And make the actual projectiles kill the players, cans don't explode from being shot anyways:/
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: technicals- Kaboom

Post by AnRK »

Yeah that's what I was thinking with the increased health thing, if you make it so the wheels buckle well before it blows up it won't be a problem... unless you drive off a mountain or something, in which case you should blow up anyway.
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