Insurgency Head start

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Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: Insurgency Head start

Post by Harrod200 »

LtSoucy wrote:Sorry to ruin everyones hope. you cant make them spawn late, temp dome of death or anything, cant be done in BF2 engine.
No, but an invisible object with a radius of death (identical to the .8 molotov actually, just bigger...maybe...), which times out is.

Round starts -> object spawns with certain kill radius within which anyone entering (on foot or in vehicle) dies very quickly -> X mins pass -> object times out (exactly how the all-team RPs do now), players are allowed out.

You won't get 'You are leaving the area', but you will die.

Or if you want to do it without deaths, invisible solid objects that cannot be driven or walked through, which time out.
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evya
Posts: 207
Joined: 2008-08-17 11:21

Re: Insurgency Head start

Post by evya »

LtSoucy wrote:Sorry to ruin everyones hope. you cant make them spawn late, temp dome of death or anything, cant be done in BF2 engine.
is it possible to make a flag that take few minutes to capture, and around it dome of death?[i think its the same in the main bases in AAS, but i dont sure, usually dont make it in time/at all to check]
Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: Insurgency Head start

Post by Harrod200 »

evya wrote:is it possible to make a flag that take few minutes to capture, and around it dome of death?[i think its the same in the main bases in AAS, but i dont sure, usually dont make it in time/at all to check]
Bases have permanent DoD's at the moment in AAS. That's why the 'flag' is located so far from them; to allow the enemy to cap while not letting them in the base itself.
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Remoted-Bomb
Posts: 47
Joined: 2009-01-24 02:59

Re: Insurgency Head start

Post by Remoted-Bomb »

Isn't it possible to have an visible object. Like an gate who disappear after 30 sec fex
mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Re: Insurgency Head start

Post by mp5punk »

yea i like the idea but the engine is always drawing us back from our good ideas.
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Ojf
Posts: 27
Joined: 2009-04-03 16:17

Re: Insurgency Head start

Post by Ojf »

Maybe just making the Insurgents spawn closer to the opjectives and making the coalition spawn points further away?
mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: Insurgency Head start

Post by mosinmatt »

I like the idea of the taliban, and insurgents getting a small head start. Well, everyone spawns at the same time. But the NATO are not let out of the base for X minutes (2 seems fine). This gets them time to prepare and organize as well. So now you have a fortified area from the taliban, and less of a cluster f**k in the base while people are running around everywhere.
MR T3D
Posts: 11
Joined: 2009-02-25 21:30

Re: Insurgency Head start

Post by MR T3D »

OR delay BluFOR's rides for about a minute, meaning that they will hole up in the base, and that could guve time for squads to prepare, instead of truck-rush, and the INS can set themselves up without worrying about APC death fortress.
mainly for us pub players
SPECOPx
Posts: 14
Joined: 2009-01-29 02:11

Re: Insurgency Head start

Post by SPECOPx »

I like the idea of not making any vehicles spawn after a "x time" in the US side.
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: Insurgency Head start

Post by LtSoucy »

Harrod your correct, you could place an object but new people could waste requestable kits by it and is not going to work.
Isn't it possible to have an visible object. Like an gate who disappear after 30 sec fex
You better have C4 to blow the gate otherwise its not moving. :p
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charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Insurgency Head start

Post by charliegrs »

Harrod200 wrote:No, but an invisible object with a radius of death (identical to the .8 molotov actually, just bigger...maybe...), which times out is.

Round starts -> object spawns with certain kill radius within which anyone entering (on foot or in vehicle) dies very quickly -> X mins pass -> object times out (exactly how the all-team RPs do now), players are allowed out.

You won't get 'You are leaving the area', but you will die.

Or if you want to do it without deaths, invisible solid objects that cannot be driven or walked through, which time out.
this sounds like the best solution to me. surround the coalition base with invisible death objects that have a certain radius, with 2 minute count down timers. also give a warning message to the coalition at the beginning of the round so noobs dont run out and die.
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