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Posted: 2007-10-03 13:48
by Chuc
I also foresee quite a big ticket cost for this type of deployment.

Posted: 2007-10-24 18:42
by Warmagi
So how you imagine this?
LEADER OF SQUAD 1 and 2 to his soldiers: Ok guys, on my mark suicide, commander is deploying airspawn and we gonna use it.
In the meantime MEC soldiers are preparing to hold off enemy atack. Allah agbar.. just kidding;P Ok guys, dont open fire, let them come closer. Hold your fire, hold it.. almost there...
3...2...1... suicide! Aghr... aaaaa.... Blaaaaahhhhh..... Aghrrrr.....
All of the striking forces fell down in front of the eyes of MEC soldiers and the MEC's are just like :shock: WTH

Posted: 2007-10-24 19:33
by Artnez[US]
I think this is an excellent idea, however I don't think the commander should be allowed to place this kind of thing. Here are my reasons:

1) It would be hard to coordinate a large group of infantry to spawn at the airdrop at the same time. This would mean that you would have 2-3 guys dropping every few minutes and would defeat the purpose -- it would become just another spawn point.

2) If you have a bad commander he could seriously mis-use this feature or not use it at all, causing your team disadvantage. If this feature were to be added, it could easily change the entire flow of the battle so the opposing force needs to have something else beefed up to compensate. So basically the devs would have to give the opposing team more power to balance out against the airdrop. Then, if the airdrop is not used properly, the team with the airdrop ability would be at a huge disadvantage. If you have a single feature that could change the tide of the battle, it needs to be a fixed feature that no 1 player could affect.

--

This feature needs to be thought out very carefully if implemented. Whenever you give this type of advantage to a team, you need to give the other team a chance to counter it. In this case, the only way to counter against an airdrop is to kill the guys dropping from the air... which results in "camping".

Perhaps placing the airdop outside of enemy bounds, but within friendly bounds would be a good idea. This way the enemy tanks cannot get to the airdrop and you will have a chance to mobilize a force there.

Notice how PR does not have any permanent spawn points except for the main base. This is very logical because the main spawn is always at the edge of the map and acts as a place where reinforcements mobilize. If they were to place a permanent spawn in the middle of the map... it's like the soldiers are appearing out of nowhere in the middle of the battlefield.

So the airdrop spawn acts just like this... it's a logical way to place a permanent spawn point without sacrificing the "making sense" of it all.

So in conclusion, I think it's a great idea if it was used as a way to logically implement a permanent spawn point that the enemy forces could not reach. It would force the opposing team to have to cover to flanks - one of those flanks being infantry only (the airdrop) and the other want dominated by armor.

It also opens room for the possibility of having a map where the attacking force only has infantry. You can place these spawns outside of enemy view (and outside of enemy bounds). This would act as an airborne operation and could have airborne specific classes (no need to change skins, just change weapon loadouts and names of the classes - changing the skins would be cool though :) ).

Posted: 2007-10-24 20:49
by Morgan
^ good post :D like your idea about it being safe but isn't half the point of parachute deployment to put your troops straight into the fight? Rather than drop them a couple of clicks away and expect them to treck it in?

Anyways Devs, have you got anything like this planned?

Posted: 2007-10-24 21:00
by arthuro12
i think its fkin brilliant! :D but make a air alarm sound at the enemy's team.. so they will be aware!

Posted: 2007-10-24 21:32
by Artnez[US]
Morgan wrote:like your idea about it being safe but isn't half the point of parachute deployment to put your troops straight into the fight?
Oh, no no no. Absolutely not.

Have you ever played chess? If so, look at an airborne drop as the equivalent of the Knight piece (the term "Air Cavalry" rings a bell too :) ).

The point of airdrops is to drop troops behind enemy lines. It's a strategic countermeasure to the "front line" style of defense. Imagine trying to attack an enemy force that completely fortified the entire front line. The only way to get around them is to go through the front line, which is heavily defended -- unless you have airborne infantry at your disposal.

The airborne troops are dropped behind the enemy's front line and immediately start causing trouble.

The landing zones themselves are set to moderately safe areas so that the airborne troops can rally up, take a smoke break, and being carrying out their mission.

During WW2, the 101st airborne division and the 82nd airborne division did land directly onto enemy positions, but that wasn't the intention. The entire airborne force was scattered and mis-dropped all across Northern Europe. If everything went as planned, they would have all landed in relatively safe zones and -> rallied up -> set up a small base of operations -> set up a Med-Evac station -> reviewed their objectives -> carried out their objectives.

Nowadays the equipment is much more reliable and so is the intelligence, so you could count on airborne troops landing where they are supposed to.

Posted: 2007-10-24 21:38
by Masaq
Pretty much anyplace that parachute operations have taken place on a large scale IRL, they've gone hideously wrong. Airborne (parachute) insertions generally work okay for small forces working to limited objections. Dropping divisions out of the back of planes was generally a pretty awful experience though.

PR-wise, it's fun and more effective than it should be, really. Certainly last time we had it, it was a nightmare.

Posted: 2007-10-24 22:30
by TY2D2
Well with some good coding restrictions put onto the ability, this could be an awesome feature to PR.

1) Radius around CPs a little further than RPs, not realistic but, you have to take gameplay into account.
2) Limit it to a couple minutes, 2?
3) Add some sort of counter measure for the Parachutes so they cannot jump off the roofs of buildings and parachute to safety.
4) Special Airborne soldiers only allowed to use Airborne spawn?
5) New parachutes that are not as steerable. So people cant go drifting off across the map away from where the commander intended

Posted: 2007-10-25 02:23
by Liquid_Cow
As I recall, POE1 had an airdrop which worked quite well...

A cargo plane flies overhead doing big race tracks off the edge of the map.
It could seat like 7 players.
You needed to watch the mini map while on the plane cause if you jumped while you were off the map you were screwed.
The plane would make its loop every 2-4 minutes as I recall, long enough that in a pitched battle there were times you'd have to wait to spawn until enough people bailed out to make room.
All of this encouraged 7 man insertions.

You could hear the plane on the ground, so the enemy knew the drop was coming.
The plane was also vulnerable to ground fire, though hard to see, some times enemy would shoot it down and you'd loose your only spawn point.

There were a couple of maps which had this, not sure if it is possible with the BF2 engine, but I think it'd be a great addition, especially if it was a limited time asset that could be spot deployed.

Posted: 2007-10-25 12:29
by MikeDude
i think that its a danm great idea., if the commander can deploy a paradrop spawnpoint. but there should be rules around it like not above a flag or uncap. and not more then one spawn point .. but i love the idea

Posted: 2007-10-25 12:31
by G.Drew
sounds a bit like the 2142 SL spawnpoint, nice...

with mybe a bit of using the vehicle drop mechanics, i.e. instaed of not being able to put it over buildings, but over flags instead

Posted: 2007-10-25 13:53
by Morgan
Good suggestions guys really like some of the extra ideas your coming up with, especially the paratrooper kit. :D

d

Posted: 2007-10-25 13:57
by MikeDude
wahahah crazy people around -_-'' :D :grin:

Posted: 2007-11-27 20:56
by Tannhauser
Sorry to wake up old threads.
After reading most threads about Paratroops always get over the same problems. It's awful the Paradrop idea doesn't fit and that it does make sense that it doesn't :

- SLs exploit the squadspawn delaying with the dropping.
- Paratrooper kit controversy/drama and making a fifth class issue.
- Unrealistic use of a huge aircraft to drop just few soldiers with no suppplies/back up.
- Spamming Paratrooper limited kits requests and not using choppers landings anymore.
- Makes Chopper landings useless if Paradrops requesting is too easy.

Most of the other issues have a possible solution to them, but those above seem to no be resolvable for the sake of gameplay/balance/realism.

Maybe that a requestable limited Parakit to be used only with choppers (Or maybe transport planes that could be later modeled and have 8 seats from wich players can drop from like a pilot, but with the Parakit) could be made, with just 2 smokes/1 ironsight rifle/3 field dressings/binoculars/2 slams could be made to simulate the famous Fastropes/Midair drop idea, but that wouldn't resolve the 1st and 4th issue.
Otherwise, it's a pretty good idea, and it's tacticaly useful ingame, would bring a totally new dimension to it, however, it can be exploited easily and could ruin the gameplay. If the delay between each requests of the Paratrooper kit is very long, then it would be interesting, otherwise, it's just not for PR even if fun.

It's all up to the Devs, and i'm sure they're seriously getting tired of always being asked to implement that concept just to tell again the same answers : No.
If they can do it, cool, if not, it's allright, that's not gonna remove Chopper transport and leaving them as useful as they are makes me way satisfied! :-D

Good gaming peeps!