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Posted: 2005-11-04 18:46
by {GD}geogob
I recommend that all heavy vehicles only start in the main spawns. The only things you get at capturable control points vehicles that can be used by both sides.
That makes sens to me too. More realistic too.
If in that the most exciting gameplay is when you are fighting for a bridge, or a hillside... or when there is only one spawn left for you or the enemy. The battles are very linear and simplistic... penetrate the enemy line and take the flag/cp. The great part is, everyone is forced to work together because there is nowhere else to go. A selected few try to sneak around but usually get clobbered by forces watching the flanks. They do, at times, get through... which is when the battles shifts again.
That's why i really like that AAF (or what ever the name is) mod. It focuses the attention on one single point at the time, leading to some very intense games and very nice teamwork. Everyone has to work together to defend/attack one point.

But that mod needs a bit more work. Perhaps some visual clue on the map as to which point needs to be captured, like a blinking flag or something. At lot of people get consfused as to which point do attack when.

Posted: 2005-11-04 18:49
by Enforcer1975
I had a good experience yesterday on a 32 player Karkand. 10 ppl moving together in 4 vehicles ( 1 M1, 1 LAV, 1 Hummer and 1 Vodnik ) Nobody could stop us and we capped 4 flags in less than 10 minutes ( just our force ). The other 6 of the USMC forces were of course scattered around the southern half of Karkand losing one flag after the other. These were those no teamplay gamers that tend to mess up your teamplay. Kills are more valuable than helping the others in holding the capped flags. We had them between us and almost crushed them, but some let a group slip through because they were not important enough and then we had to start all over again...

Posted: 2006-01-03 20:22
by Wolfmaster
'[BT wrote:Mugsy_Malone'] Why not allow vehicles to be used by both sides?
Because a MEC soldier cannot operate a US tank and vice versa. It's a matter of realism.

Posted: 2006-01-03 21:31
by Hitperson
seeing on how this thread is called vehicle looks i just though i might say that the little bird needs on as i blaged one off a carrier as MEC :grin:

Posted: 2006-01-04 01:51
by DEDMON5811
new vehicles will eventually spawn the old ones will die from time or need to be killed by the invading army.

Posted: 2006-01-04 03:25
by eggman
Artnez,

Good comments!

egg

Posted: 2006-01-04 08:20
by NikovK
Three of the eight classes can destroy armored vehicles with relative ease. There really isn't a problem here so far as I can see. If the enemy vehicles were instantly despawned and replaced with friendly vehicles, capturing a base would instantly yield tanks, helicopters and APCs to pile into and steamroll on to the next point with. As it stands, there is a degree of breathing room between CP exchanges. While the enemy is dead and scattered, you are forced to solidify your position, destroy enemy material and await resupply OR press on if your vehicles are still intact to take the next CP. Without a delay to respawn, you could throw away all tanks and APCs in a capture, knowing you'll get a new one in an instant. Furthermore, an enemy crewed tank which spawned at a freshly captured point would be in limbo, either destroyed magically or duplicated by a fresh spawn... really, despawning, replacing or destroying vehicles after a capture would cause too many headaches and not sigificantly improve gameplay OR realism.