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Posted: 2007-03-08 18:31
by eggman
the largest radius we'll probably introduce would be cluster bombs. Even the current bombs in PR need a bigger explosion effect.
And er.. afaik 100m radius on a SCUD means that you would survive if you are 50m from point of impact. Unless the SCUD was a dud, I don't think that's very realistic. Not slagging DC, was an outstanding mod.. but we are looking to model things more realistically wherever feasible.
Posted: 2007-03-08 18:41
by Determined
'[R-DEV wrote:eggman']the largest radius we'll probably introduce would be cluster bombs. Even the current bombs in PR need a bigger explosion effect.
And er.. afaik 100m radius on a SCUD means that you would survive if you are 50m from point of impact. Unless the SCUD was a dud, I don't think that's very realistic. Not slagging DC, was an outstanding mod.. but we are looking to model things more realistically wherever feasible.
Yeah, the title nuke instantly makes people throw up. Which it should. Improving on bomb effects (which are already leaps and bounds better than vanilla), or just tweaking them in general. The pics and idea were posted for debate, not to imply "Determined wants nukes." Believe me I don't want the arty spam that is found in more arcade style versions of the BF series.
Of course, DC was a fun mod and I'm looking forward to the new one. It's simply a different style of play.
Posted: 2007-03-08 19:10
by SiN|ScarFace
Just thinking. It would be cool if you could like put in a moab that would be scripted to drop say with 10 tickets left in a round, just for a cinematic ending. haha
Posted: 2007-03-08 20:04
by mattcrwi
how about an assault map with a defensive team with a larger bunker... what if the bunker could only be destroyed by a bunker buster bomb that looks like that huge one? We already have destructible buildings so I don't think it would be difficult, just a little time consuming to do the models for a new destructible bunker.
Posted: 2007-03-08 20:39
by Animalmother
lol the mushroom cloud has the diameter of like 2 trees.
Posted: 2007-03-08 21:04
by Darkpowder
no thanks, that looks very poor indeed, and it realy doesn't fit the emphasis on small unit tactics of the mod in my opinion
there are a thousand munitions that should be added instead of this
Multiple loadouts on aircraft, laser designated munitions, cluster bombs, napalm.
Hmmm cratering munitions, can anyone make a destructible runway that needs to be repaired?
Posted: 2007-03-08 21:06
by Rico11b
Matt23 wrote:maybe adding a MOAB would do. its the largest non-nuclear bomb for the us (I think). It can obliterate 16 city blocks. it would destroy a good part of the al basrah city, maybe even the whole thing.
MOAB, that's the name I was trying to think of while catching up on this thread. Yeah that would be cool to see. Maybe adjust it so it would only take out just 1/4 of Al Basarh. Talk about softening up a target before an assault. That would do it nicely
Later
R
Posted: 2007-03-08 22:29
by Combatcontrol88
ok ok I know I started another thread about these but her is our solution
http://www.youtube.com/watch?v=v7zKPfmSKj0
Posted: 2007-03-08 22:45
by Blackhawk 5
Nations at War mod also had a nuke...
Posted: 2007-03-08 23:26
by Rico11b
'[R-PUB wrote:Garabaldi']ACEPILOT [Teamkills] [R-PUB]Garabaldi
ACEPILOT [Teamkills] Desertfox
ACEPILOT [Teamkills] Cerberus62
ACEPILOT [Teamkills] [R-DEV]eggman
ACEPILOT [Teamkills] [R-MOD]Dylan
ACEPILOT [Teamkills] 1337SniperWolf123
ACEPILOT [Teamkills] [RPUB] DPMaistros
[R-PUB]Garabaldi: Dude WTF?
Desertfox: I am so banning you..
Cerberus62: Freakin' communist!!
[R-DEV]eggman: ARE YOU DRUNK?
[R-MOD]Dylan: OMG WTF WAS THAT!
1337SniperWolf123: how many c4 packs you use dood?
[RPUB] DPMaistros: BAN!!
LOL!!!....
Posted: 2007-03-08 23:29
by eddie
'[R-PUB wrote:Garabaldi']ACEPILOT [Teamkills] [R-PUB]Garabaldi
ACEPILOT [Teamkills] Desertfox
ACEPILOT [Teamkills] Cerberus62
ACEPILOT [Teamkills] [R-DEV]eggman
ACEPILOT [Teamkills] [R-MOD]Dylan
ACEPILOT [Teamkills] 1337SniperWolf123
ACEPILOT [Teamkills] [RPUB] DPMaistros
[R-PUB]Garabaldi: Dude WTF?
Desertfox: I am so banning you..
Cerberus62: Freakin' communist!!
[R-DEV]eggman: ARE YOU DRUNK?
[R-MOD]Dylan: OMG WTF WAS THAT!
1337SniperWolf123: how many c4 packs you use dood?
[RPUB] DPMaistros: BAN!!
Wow....... by your definition Eggman's a hypocrite.
Posted: 2007-03-08 23:51
by A-10Warthog
'[R-PUB wrote:Garabaldi']ACEPILOT [Teamkills] [R-PUB]Garabaldi
ACEPILOT [Teamkills] Desertfox
ACEPILOT [Teamkills] Cerberus62
ACEPILOT [Teamkills] [R-DEV]eggman
ACEPILOT [Teamkills] [R-MOD]Dylan
ACEPILOT [Teamkills] 1337SniperWolf123
ACEPILOT [Teamkills] [RPUB] DPMaistros
[R-PUB]Garabaldi: Dude WTF?
Desertfox: I am so banning you..
Cerberus62: Freakin' communist!!
[R-DEV]eggman: ARE YOU DRUNK?
[R-MOD]Dylan: OMG WTF WAS THAT!
1337SniperWolf123: how many c4 packs you use dood?
[RPUB] DPMaistros: BAN!!
couldent have said it better myself.
nukes=bad, large bombs (at least way better explosion effects)=good
Posted: 2007-03-08 23:57
by [-doseph-]
.
Posted: 2007-03-09 01:25
by Croix
While I'm against the idea of a larger gunship/arty strike than there already is in-game, I really do like the idea of Napalm.
A whole new strategic element would open up with the ability to make areas impassable for a time.
Posted: 2007-03-09 01:46
by coolhand
I said this before in some other thread, but I would like to see Nukes - but not as weapon. I think it'd be cool if that was the 'punishment' for your team if they lose the game. Say... some maps, instead of just the 10 ticket siren, it ends the whole round with a big nuclear blast lol.
Posted: 2007-03-09 01:59
by Determined
'[-doseph- wrote:']Ok first off, adding bigger and more deadly bombs is coming extremely close to being the worst thing for Project Reality.
Reasons why:
1) On most maps with air units, especially jets, we already have a good 50% of the players sprinting for the air-vehicles, often times they sit in base and wait for one to explode. Good team-work there eh? Imagine if you added a jet with a bigger bomb, we would have even more people sprinting for air-vehicles. It would essentially turn it into the "Vanilla Jet Sprint" we are all so familiar with.
2) Take Al Basrah for example: The A10 bombs can already kill anyone near Facility twice without needing to go back to re-arm(3 drops on the first run, 3 drops on the second). Let's not forget the fact that this leaves little to no chance for anyone in Facility to fend off or destroy the A10 that dropped those bombs, as they probably had said bomb shoved up their ***. Can you imagine dropping one bomb anywhere near facility and knowing you will kill anyone near it? Realistic? Sure...fun? Not really.
Also, I just don't see why Project Reality needs this. Sure it's cool...like who wouldn't want to shove a 500ton bomb up somebodys ***? But it would seriously ruin the game. Hell, the SCUD from DC was ridiculous and (if used correctly) was an "I-WIN" vehicle.
What I think Project Reality needs is player controlled artillery, such as mortars, M109s or M-270 MLRS. This way, you need to use teamwork to mark targets, give up-to-date information on enemy locations and use spotters to see if the target was hit. You know, promoting team-work.
I thought we were trying to get away from the 12 year olds flying around bombing anything that moves.
I wouldn't want nukes. I also wouldn't want something that you could spam arty, or scuds like in DC. Like I said, maybe a large bomb that can only be used once a round, but only in dire emergencies. Doesn't have to be 2000lb JDAM large, but you get the point. Something only commander controlled. There are probably scenarios type missions that one would have to take and hold a certain number a points to keep the enemy from posessing or using a large weapon. I don't think it is something that would fit into the current maps or even an AAS map.
Posted: 2007-03-09 02:17
by Hfett
Maybe a Objective scenario
You have 30 minutes to stop the nuclear launch
If you dont the round end like that =)
Posted: 2007-03-09 03:08
by Cheeseman
Ok hers what the bombs in PR need.
1. The explosion effects should be increased a little
2.Blur vision/temporary blindness and disturbance of the ear (Same effects as the flash
bang in BF2 SF) when close enough to the impact
3.A few seconds after the explosion there should be fire around the impact area (same as
the molotov cocktail used by the insurgents in PR)
There are a few other affects too, but for now this is what I think the explosions in PR need to have to simulate reality.