Page 7 of 11
Posted: 2007-03-30 23:00
by eddie
Am I going to have to give Egg a warning for abusing other members?

Posted: 2007-03-30 23:17
by Rick_the_new_guy
Anyone new to this thread, please read the first post, it anwers a lot of the questions I see poping up all the time.
One thing that has not been answered is the fire base.
It has been referred to as : "Effectively a firebase is a bunker that can be placed offensively"
A dev has not comformed that some type of arty/mortor/biggun will spawn there.
If this is going to be a big suprise or something, I'll except a wink in return.
Also, to refering to this:
"You can place ONE and ONLY one firebase. Defensive bunkers must be placed within 100m of a controlled CP. Firebases must be placed more than 100m from ANY CP."
If a firebase is destroyed you cannot but another down right?
I like the concept of a fire base being 100 meters away from a CP, that way the arty/motors/ (wink) can be called in to defend a CP from a far. IRL firebases do not point their guns straight up and defend themselves by shelling their own base. Hence why a fire base cannot be put close to a CP. Well done devs.
"Bunkers, Firebases and Walls can be destroyed, so when those are destroyed, they dissapear from the map and no longer count against your allowable CMDR assets."
Could someone clarify this, I am confused. "no longer count agaist your allowable CMDR assets." So are you saying they can be placed again?
Thanks for reading.
PS: Why are so many people asking about the Support truck?
The firebase is what I want to know about. I need data or winks
Posted: 2007-03-30 23:24
by GeZe
No big guns/mortars/arty at firebase. I would just like to stop that rumor before it takes a life of it's own.
Posted: 2007-03-30 23:30
by Rick_the_new_guy
Ohh... fair enough. Thanks for the fast reply.
The Firebase can be placed 100+ meters from a friendly CP because it will be the spawning/rally point for the unit's next assault/ hence why the team only gets one at a time.
So my next question is: How close can the firebase be placed to an enemy CP?
Posted: 2007-03-30 23:31
by eddie
Posted: 2007-03-30 23:31
by Maistros
A firebase is a bunker that can be placed AWAY from CPs whereas a defensive bunker is something that must be placed within a certain distance of a CP.
So, it is an "offensive spawnpoint". You can only place one firebase at a time, but once it is destroyed you can place another.
Question
Posted: 2007-03-30 23:32
by Kenny
How will this work I mean what happens if you place the bunker near a tree will it simply not appear or will the tree disapppear or will you have a bunker with a tree through the middle of it?
Will it match the terrain with it's slops or will it be sitting in the air?
Will people think it's funny if they try to put it in a building or on top of one?
Will some smacktard and his friend think it's funny to place a bunker on the runway and stop people from taking off?
I know you guys are still working it out but have all these things been taken in to consideration.
Anyway now that im done complaining 0.6 sounds great so well done keep up the good work guys

Posted: 2007-03-30 23:38
by eddie
I don't think it will be able to be placed on runways as it will be closer than 100m to a flag. Also I'm hoping the DEVs will create areas where the FBs and other static objects cannot be placed.
Posted: 2007-03-30 23:41
by Deadmonkiefart
I love every commander asset you have planned and think that it will really improve gameplay. The only thing that worries me is how easilt they can be destroyed. All it takes is 1 guy to request a light AT and hit the bunker twice? It should be able to take more damage than that. Otherwise they won't last long at all being so big and easy to see/hit.
Posted: 2007-03-30 23:43
by Rick_the_new_guy
'[R-PUB wrote:Maistros']A firebase is a bunker that can be placed AWAY from CPs whereas a defensive bunker is something that must be placed within a certain distance of a CP.
So, it is an "offensive spawnpoint". You can only place one firebase at a time, but once it is destroyed you can place another.
Many thanks!
In order to keep the "offensive spawnpoint" close to the next CP that the CO wishes to assault, can the engys destroy the old one so they can put a new one down? If so, will the engys recieve negative teamwork points for doing this?
Again, thanks for replying.
Posted: 2007-03-31 00:16
by Cherni
Can't wait!!
Posted: 2007-03-31 00:30
by Hides-His-Eyes
I love this mod, i love how involved the community is and i love how hard you guys work. thank you.
Posted: 2007-03-31 02:44
by Hot Tub Man #1
Man, you guys are coding magicians. I would've never thought stuff like this would be possible in BF2.
Posted: 2007-03-31 03:10
by Crunchieman
Hot Tub Man #1 wrote:Man, you guys are coding magicians. I would've never thought stuff like this would be possible in BF2.
I agree, and you guys are doing a fantstic job with .7 so far. One thing, you guys should work on a commander "squad", or maybe a little thing like special orders that call out all available engys to construct that building, etc.
Anyway I love this idea, this reminds me of Enemy Territory:Quake wars, where you can deploy defences and such.
Lastly, this really can be a step up commander wise, but this can also be a step up when it comes to mapping. Think about it, in order to capture the next flag, you need to deploy this and this to destroy a wall your team needs to get trough. Or simply construct bridges so your team can get over the river and secure the next objective. This is something that you guys should think about (and I think you already have, you crazy programmers

) I really want to see this in AAS v3 or so.
Lol LASTLY! good job with this idea. I never knew the bf2 engine could handle something like this.
Posted: 2007-03-31 04:44
by Copy_of_Blah
Deadmonkiefart wrote:... The only thing that worries me is how easilt they can be destroyed. ....
'[R-DEV wrote:eggman'] And yeah we're FO SHO going to spend weeks implementing a major game play element that you can bumblefuck destroy with a nascent grenade lob.
I'm not positive , but I think they have considered your point.
Posted: 2007-03-31 05:12
by Dylan
Eggman needs to go get drunk and calm down. We all know what happens when he gets drunk though... Late release cycles...
The lesson is. Don't make Eggman angry./offtopic
This is going to be a hell of a lot of fun... This, civilians, rock throwing... This is my childhood dream come true.
Posted: 2007-03-31 05:29
by Teek
bigbossmatt wrote:I'm beginning to really not like the way this mod is going with over complicity.
I'm going to get flamed, I don't mind.
I am not saying realism isn't great, as I love that to no end, but the implementations of :
You can place 1 bunker for every 3 CPs you control. You can place ONE and ONLY one firebase. Defensive bunkers must be placed within 100m of a controlled CP. Firebases must be placed more than 100m from ANY CP.
is ridiculous.
...to me, anyway.
I am sick of learning the hard way (by dieing) for mundane things like sitting in a turrent without a crewkit, etc...or being required to be an officer to be a squad leader. But then again, I no longer play SL...
Hugs all round.
Dont play CO?
not that hard;
FBs are like Rallys,
Bunkers like a CP add on.
Most of the time you have 1 each
Posted: 2007-03-31 05:33
by Teek
Fishw0rk wrote:You havent even seen pictures of the bunker yet...
Some of you people really are grasping at straws.
Yea! who said the bunker is 4 inches of Concreat, it could be cardboard for all we know!
Posted: 2007-03-31 06:38
by Determined
This sounds like a worse idea then magic rucksacks. It's bad enough you can't get people to play as commander. Now you make it paramount to have one that is competant. Good luck finding that in a pub. Having to rely soley on a commander and some bored engineers to supply my spawn point sounds pretty lame. Is this PR or a damn RTS?