The Foxhole

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Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

The Foxhole

Post by Expendable Grunt »

I think the current foxholes we have are awesome.png, and I've held off advances by using them on a few occasions.

Downside is they're a HUGE give away that a firebase is near by. They need to be even more exposed than any other asset.

So, I think that we should instead give them to squad leaders as a "anywhere" deployable, but like a rally point, once you set up a new one the old one goes away.

M.
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Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: The Foxhole

Post by Conman51 »

i like...except the one part about place one the other magically disappears, maybe give the Sl a option to remove it..like left click deploy right click destroy..or make them so you can throw an incendiary on it and it wont be team damage
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: The Foxhole

Post by Expendable Grunt »

I guess maybe you would have to "pack up", but we could use the system already in place for simplicity. The one at a time limit is a *must* though, to prevent a wall o' holes.

M.
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Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: The Foxhole

Post by Adriaan »

I don't think they should be limited to only 1, but perhaps 2 or 3. Maybe area (or even SL, if that's possible) bound.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: The Foxhole

Post by Rudd »

I kinda like that they give away the FB position, gives the builders a choice - no defences, hard to find or defences and easy to find.

Which gives a good differential between a Fall back spawn point and an offensive fire support location.

Though, some retexturing and al that to make them a bit less noticeable would be appreciated, especially on the ground section
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: The Foxhole

Post by cyberzomby »

I love 'm as well. What I love about them most is that you can set down a whopping 10 of 'm if you dont deploy any whire! Build a really big base!

But like Rudd says: Give you a tactical option. Build it up and give away or just leave the firebase and move away.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: The Foxhole

Post by AnRK »

I agree with the FB defence thing when it comes to AA and MG nests and maybe wire too, but foxholes are something people use to dig in all the time in pretty much anywhere they can be dug when they're needed aren't they?

Personally I think they should be an SL requestable (without commander approval) cos essentially they're just a compromise for not being able to dig into BF2 maps. Personally I think wire+tank traps should be able to be built within a certain limit of crates, not firebases too, I don't think they should be exclusive to firebases either, but obviously they need resources to be built so the crate thing would be sensible.

Would be kinda cool (slightly off-topic here) if there was a way of making it so foxholes can't be built in concreted/tarmacked areas, probably a massive pain in the arse to do with non too greater benefit though.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: The Foxhole

Post by AnRK »

Double post, is it just me or are the PR and PRT forums real slow today?
[twl]Lan
Posts: 127
Joined: 2007-09-18 10:47

Re: The Foxhole

Post by [twl]Lan »

The foxhole model could be sandbagged entirely but I don't mind seeing it on concrete, it's ok by me :)
People without imagination, consideration and plain lacking any *ation makes me question Gods Great plan. ;)
supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: The Foxhole

Post by supahpingi »

Great idea,but they should be limited to 1 for each 2 squad members or something...
Last edited by supahpingi on 2009-02-17 13:47, edited 1 time in total.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: The Foxhole

Post by cyberzomby »

Dont agree on the limiting thing. You can built an entire base with 3 guys but you wont be able to man it properly. It takes a lot of time to built it up so I dont mind the quantity :)

AnRk love your idea with the wire and stuff next to crates. Makes more fortification options available!
Sundance Kid
Posts: 3330
Joined: 2007-05-25 21:06

Re: The Foxhole

Post by Sundance Kid »

what.there are foxholes? o.O

i thought they were hardcoded,wutwut in my *******


U.S bace in mad of 5 enterdil bildings with lap tops and rados in them
supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: The Foxhole

Post by supahpingi »

saqaali wrote:what.there are foxholes? o.O

i thought they were hardcoded,wutwut in my *******
Theyre more like foxhills with a hole inside the top....
And sandbags :D
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: The Foxhole

Post by HughJass »

i really like this idea.
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: The Foxhole

Post by CodeRedFox »

supahpingi wrote:Theyre more like foxhills with a hole inside the top....
And sandbags :D

Har har, yes fox hills :mrgreen:
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"apcs, like dogs can't look up" - Dr2B Rudd
Teuvo
Posts: 41
Joined: 2009-04-15 19:03

Re: The Foxhole

Post by Teuvo »

Ok it seems my post count is too small to create threads so I make my suggestion here.

I know there's already foxholes in game, but how about giving every soldier with shovel to possibility deploy small defensive position/foxhole for himself without needing to be close to firebase. Lets just say it could be couple sandbags or something similar to that. Since BF2 engine doesn't give us chance to actually dig holes to ground.

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And current firebase located foxholes should be replaced with sangbag structures something like this:

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No one uses the fox hills which just helps enemy to see your head better, seriously. :? ??:
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: The Foxhole

Post by Rudd »

I like fox hills, means its hard for them to get you with grenads and other explosives, also good for hiding from CAS strikes on Cuda.

The problem is that the stuff needs to have that hill thing underneath...

But then again maybe ur right...If its a very small mound you can place in front of you...that might work. But it would look pretty dumb if u built it on a map like muttrah in the middle of a concrete road...
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Teuvo
Posts: 41
Joined: 2009-04-15 19:03

Re: The Foxhole

Post by Teuvo »

Dr2B Rudd wrote:But then again maybe ur right...If its a very small mound you can place in front of you...that might work. But it would look pretty dumb if u built it on a map like muttrah in the middle of a concrete road...
Well in maps like Muttrah/urban maps you have many better places to take cover than couple sandbags in a road. It's just plain stupidity to build one there. But in woodland/desert maps it could be very cool defensive addition imo.

Fox hills ingame atm can be repaired pretty easily? Just remove the grey ground part from foxhole object and make sandbag wall bit higher. Since part of the object always goes inside the ground. This solution could give us a lot of better cover than now? :smile:
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: The Foxhole

Post by killonsight95 »

i would also add some kinda of camo or have a choice like a camo one or none camo one
the camo one being limited to three or sometihng like that
and for the other not to get brown ground base but a green one in forest maps and brown in desert if this is possible
[FC]Freddie
Posts: 42
Joined: 2009-06-23 23:49

Re: The Foxhole

Post by [FC]Freddie »

Perhaps simulate some medical supplies within by giving a player inside a small healing rate - maybe a percentage of the rate a medic gives?
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