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Posted: 2007-09-05 18:01
by fuzzhead
Hfett is re-doing airport map and I think that is the best way to doing para drops, on a per map basis. Adding a requestable para kit was discussed but honestly I think its best just to leave para kits on only certain maps.
On a different note, dbzao has got a cool new parachute code that means if you pull your chute too late, when you hit the ground you will sustain injury. anything below 40 meters means you will die instantly when you hit the ground. to not take ANY damage you have to be above 200 meters when deploying your chute
Posted: 2007-09-05 18:01
by gazzthompson
i dont think a parachute kit is very good idea . i think maps like airport were every one is a para is more realistc and works well , atleats that way it simulates alot of paras depending on how many tickets u have ...
to sumerise : every 1 para or no 1 para.
IMO.
EDIT : fuzz beat me to it
Posted: 2007-09-05 18:05
by budvarholsten
Why not make special forces just have parachutes. In real life this does happen. The British Sas specialise in halo (high altitude low opening) drops at night, with just a small squad, so there is the realism part that has been debated. How about making the officer have a parachute, but only if he has requested his officer kit from being spec ops, and (I'm not sure if this is possible to code) making it that only spec ops guys can spawn on the sl if he has recently parachuted. Say a 2 minute period before any class can spawn on him unless you are spec ops.
What do you reckon?
Posted: 2007-09-05 18:10
by gazzthompson
budvarholsten wrote:Why not make special forces just have parachutes. In real life this does happen. The British Sas specialise in halo (high altitude low opening) drops at night, with just a small squad, so there is the realism part that has been debated. How about making the officer have a parachute, but only if he has requested his officer kit from being spec ops, and (I'm not sure if this is possible to code) making it that only spec ops guys can spawn on the sl if he has recently parachuted. Say a 2 minute period before any class can spawn on him unless you are spec ops.
What do you reckon?
yea SF do parachute , but the thing is this, for e.g we need to take a flag , lets attack it , squad attacks , fails , hmmmmm lets all get SF and parachute in , fails , lets atack on ground again . u see what im saying ? i *think* the mod is more aiming for players to play one role the round rather than switching between para and infantry , thats why maps like airport were every 1 is a para is best suited.
Posted: 2007-09-05 19:10
by Chaosdragon001
Whatever you do, make it one time use. No one's going to pack in their parachute in a firefight.
Posted: 2007-09-05 19:25
by dbzao
In the upcoming patch there's an addition to the parachute logic that requires that you open your parachute at least 100-150m of altitude. If you don't do that and wait until you reach 3m from the floor to open, you will die instantly.
There are degrees of damage that you will take from the altitudes. Actually it's calculated by the time between when you opened the parachute and touched the floor.
Right now is this:
30s or more = no damage (~150m altitude)
20s to 30s = 25% damage (~100m altitude)
10s to 20s = 50% damage (start bleeding, field dressing can help him) (~50m altitude)
bellow 10s = kill (bellow 50m of altitude)
So the thing is: you die, you bleed (field dressing can heal) or you don't get too much damaged or damaged at all.
This will only affect the pilots in v0.6, but we have plans on bringing para maps back in next versions, so this will have a great impact there.
Posted: 2007-09-05 19:34
by fuzzhead
unfotunately no one has figured out how to make 1 time parachutes yet
Posted: 2007-09-05 19:46
by LeadMagnet
Better yet, make it a one-time airfoil. With the larger maps and an airdrop spawn that'd be ideal.
Posted: 2007-09-05 20:12
by Dunehunter
Dbzao, does it take what you land in into account? Like, less damage if you land in water? Or is the "feel free to dive into the water from 100 feet in the air, you won't get hurt"-thing sticking around?
Posted: 2007-09-05 20:17
by dbzao
good question... if you use the parachute, even if you land in water in 3s I *think* you will die because you opened too late.
The thing about falling 500m and landing on water and not dying will still work, because I'm just checking when you use the parachute. I think that can be fixed with some material tweaks... I don't know...
Posted: 2007-09-06 01:09
by Ironcomatose
LeadMagnet wrote:So you'd like to play the "realism" card would you? Then perhaps you can explain why we're forced to attack with less than half a platoon of tanks or why it takes 2 120mm SABOT rounds to kill a T-72? For that matter, the MBT's should have 4 crew positions. That's 20 players from a 32 player team for a single platoon. Most attacks are composed of at least 1 company. That's 3 platoons x 5 tanks x 4 positions = 60. Keep in mind that a 64 player server that's already more slots than you have available. This doesn't even begin to address the manpower needed for the armored cav. It's called gameplay balance. Giving parachutes to an airborne class would offer a new aspect to gameplay to reflect the airborne forces in both the Army and Force Recon. Still want to play the realism card buttercup?
There are only 32 players as it is, you cant spread it more thin with another half *** representation of a 1000 man operation....buttercup.
Using that argument you can justify putting the god damn navy/coast guard/NYPD and FDNY in game.
Posted: 2007-09-06 01:12
by Ironcomatose
LeadMagnet wrote:Actually if you read the post it isn't merely a counter-argument highlighting other non-realistic facts. His post stated that it wasn't realistic due to the amount of manpower involved in airborne operations. I simply addressed the fact that if he based realism on actual numbers then frankly, he's right out to lunch citing only the requirements for a proper armored attack.
Sorry to double post but what i said had more to do with the planning of an air borne operation. I should have made that more clear. Its retarded to be waling around and then just like "hey lets jump behind enemy lines and rambo a tank or two man!!" because we both know thats what will happen.
EDIT: just to clear up on what the DEV said. The per map basis that i have seen involves spawning in a transport aircraft(the whole team!!) and jumping anywhere(well at least as far as you can move in the air) on the map to fight. So there is no l337 para kit.
Posted: 2007-09-07 06:42
by Crunchieman
I want a paratrooper kit, that comes with a mp5, knife, m9, smoke, bincos and like 3-5 field dressings. There also could be the same for an officer, except he could get a plain m4(or something) green smoke, soflam.
Posted: 2007-09-07 10:38
by gazzthompson
Crunchieman wrote:I want a paratrooper kit, that comes with a mp5, knife, m9, smoke, bincos and like 3-5 field dressings. There also could be the same for an officer, except he could get a plain m4(or something) green smoke, soflam.
umm.. why ?
like i said , every 1 para (like airport ) or no 1 para.
Posted: 2007-09-07 13:53
by AnRK
ironcomatose wrote:There are only 32 players as it is, you cant spread it more thin with another half *** representation of a 1000 man operation....buttercup.
Using that argument you can justify putting the god damn navy/coast guard/NYPD and FDNY in game.
But what if one of the paratroopers falls in the water and can't swim? Won't Pamela Anderson be there to save them?!
The Officer kit ideas awful though. Sounds like the whole spawn bombing thing we used to do in BF2C which is the kinda spammy gameplay I'd like to see avoided. I'm all for the para insertion maps though so long as they don't have an opportunity to use them again.
Posted: 2007-09-08 05:10
by Onil
The idea for the officers to have a parachute was so that you didn't had those on every kit or the need of a new kit... i didn't thought about squad members just respawning when SL has landed but all squad using pilot kit to parachute with the SL. You are right... most players would simply wait for the SL to land so they could respawn.
The problem with using the pilot kit for the SL and then requesting supply crate to the location where you land doesn't work that well cause the commander doesn't always reply to that request.
you will never have all the players jumping with parachutes to enemy posts cause the kits would be limited if not for the officers and pilots then at least as a paratrooper kit limited as the other kits are.
The problem is that i'm quite tired of getting killed by the pilot of the helis when they try to land and blow the damn thing with me in it.
It happens too much and it is really annoying... you shouldn't go as pilot if you do not know how to fly and specially how to land!
Lets hope the idea about squad specialization is used... that way we can fix this problem and others like this one.
Posted: 2007-09-08 08:52
by Crunchieman
gazzthompson wrote:umm.. why ?
like i said , every 1 para (like airport ) or no 1 para.
Because, airborne in this game would be SO MUCH fun, and introduce some new type of strats, aswell this is often used by real life forces and should not be missed. This kit would not be power full but good enough to at least do some recon or something.
A new aspect to the game.
Posted: 2007-09-08 11:19
by [PR]MEDI|Tomteberg
I completely back up this suggestion as I believe it will provide a new strategic aspect to the game. I do not think it will ruin the game, I think it will improve it a lot!
Just imagine the posibilities when playing a Tournament game, where all matches are carefully planned to the smallest detail. Then we have an assigned paratrooper squad whose single duty is to drop behind the enemy lines to stall the enemy while the ground troops aproach by foot.
Besides, there is nothing like the feeling of parachuting down with a platoon right in enemy territory, fully prepared for an ambush that could tip the tides of war.
I'd say, introduce a ParaTrooper kit, limited to only 6, or however many slots a Squad can hold.
The Officer Kit idea does not tribute to the idea of Paratroopers, as it will allow the SQ to drop down and let the SM's spawn on him. The SQ will have to pick a Paratrooper kit also. So if the operation fails, then they will have to respawn by their previous spawn point, or at nearest Airbase.
Posted: 2007-09-08 11:25
by Rudd
If we had a paratrooper class, we'd need appropriate transport aircraft.