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Posted: 2007-12-04 06:22
by Rhino
Heskey wrote:Just to add my two cents:
There was a modern day warfare mod for BF:V many years ago that had a vehicle transport hovercraft on one of its maps. It operated on the premise of using the unused 'tailgate up/down' keys for boats to lower/raise the barrier ramps.
Once lowered the vehicle could drive on, the gates were raised and the boat sailed across, unloading the tank at the other end.
Whilst the tank wasn't "fixed" to the boat (making for a very bumpy ride), no collision damage came to either of the vehicles.
---
Failing bridges, bring back the chopper winch-hook?
it was called POE1
DICE was going to make a LCAC for BF2 aswell but they ran into so many problems with it they just cut it from the game, and they could edit the source code aswell, something we can not!
http://www.bf2online.com/modules/wfsect ... e/lcac.jpg
note how it has the EA and BF2 logo on it.
BFV and BF2 are VERY diffrent engines, they can not do the same things and you cant "copy and paste" code from one engine to anouther if you may be thinking it was that easy...
Posted: 2007-12-04 06:42
by 77SiCaRiO77
[R-DEV]Rhino wrote:WOW! Sicario said something intelegant!
i got my days

Posted: 2007-12-04 11:26
by Sadist_Cain
lol, cant get one past the Devs

Posted: 2007-12-04 11:29
by LtSoucy
Just to add my two cents:
There was a modern day warfare mod for BF:V many years ago that had a vehicle transport hovercraft on one of its maps. It operated on the premise of using the unused 'tailgate up/down' keys for boats to lower/raise the barrier ramps.
Once lowered the vehicle could drive on, the gates were raised and the boat sailed across, unloading the tank at the other end.
Whilst the tank wasn't "fixed" to the boat (making for a very bumpy ride), no collision damage came to either of the vehicles.
---
Failing bridges, bring back the chopper winch-hook?
Unable to happen due to hardcoding. vehicles cant ride on vehicles. And maybe just make 1 of those bridges on Sunset city tahts south of chinese main and use that. Inf can cross but a wrench can do a wonder on a bridge.
Posted: 2007-12-04 11:54
by Jagger
Erm.......
How about sending a team of engineers,with covering support,to actually repair the bridges you didn't defend?
Or is that missing the point?

Posted: 2007-12-04 14:41
by Maxfragg
i think the best way to do something like that is, that you place destroyed bridges on the map, that have to get repaired, which would add a nice reason for teamwork
Posted: 2007-12-04 15:51
by Sadist_Cain
Jagger wrote:Erm.......
How about sending a team of engineers,with covering support,to actually repair the bridges you didn't defend?
Or is that missing the point?
The military advisor of the year award goes too...
Seriously though, mobile bridges has ENORMOUS "wouldn't it be cool if..." factor and a genuine use on the real battlefield where the enemy will concentrate its defenses on the available bottlenecks (E.g. Bridges!

)
Mobile/deployable/bridges/ferries (lots of slashing there) would all open up a whole new dimension not only to gameplay but also map design creating something that will grow and get better with time

Posted: 2007-12-04 19:50
by Masaq
Wouldn't one way of representing mobile bridges be to have certain points on some maps where a bridge "foundation" type static lurked (possibly the actual model hidden by terrain), with 0 hitpoints.
Only when a suitable number of suitable vehicles- commander's truck, a supply truck and say, a new mobile bridge-layer unit all together were within a suitable distance (20m), two engineers could use wrenches to build (repair) the bridge.
It's not an easy fix- new statics, new code and probably a new vehicle would be needed too which is a hell of a lot of effort - but it could work.
The fact that there'd only be certain places a bridge could be built (maybe 3-4 locations on a Kashan-sized map) would reflect that not every part of every river is suitable for spanning with a bridge.
Posted: 2007-12-05 04:02
by Sadist_Cain
could work... if those 3/4 locations were the only ones (that dont have bridges already) that were too Steep/rocky or obstructed in other ways too manuever the vehicles into place. That would reflect the real life obsticles that mobile bridge builders face.
Imagine seeing the gathering of vehicles, the bridge being constructed. would look a juicy target, but a valuble asset... oh want it so much

(wish I could code... especially code that)
Posted: 2007-12-05 05:00
by Raniak
What about a bridge static that spawn as destroyed, but make the destroyed model a box.
When you repair the box (or destroyed bridge) it switch to the repaired model, which is a bridge... The only problem I see is that when you destroy it, it get back in the box...
(Behold my mighty Paint powers !)
(The red lines are just to separate the two drawings)
Posted: 2007-12-05 13:16
by Masaq
Raniak wrote:What about a bridge static that spawn as destroyed, but make the destroyed model a box.
When you repair the box (or destroyed bridge) it switch to the repaired model, which is a bridge... The only problem I see is that when you destroy it, it get back in the box...
(Behold my mighty Paint powers !)
(The red lines are just to separate the two drawings)
The problem with that is you still require some kind of code that determines the gap that needs to be spanned, and then generates a bridge suitably large (or small) - and has previously been mentioned, that's open to abuse if someone finds a way to build a 2km bridge over an entire map.
If the bridging points are only in certain locations then that's not a problem - as the use of a bridge static object means it's always a fixed length, always in the right place and always blends in appropriately with the river bank on both sides.
Posted: 2007-12-05 13:39
by Sadist_Cain
but masaq if what you say is possible and they can have certain points on the map which are a specific distance where the bridge can be deployed.
sure the enemy will eventually figure out where the bridge zones are on every map but I dont think itll stop people using them
Great lil brainstorm we have going here

Posted: 2007-12-05 13:49
by Rhino
Sadist_Cain wrote:Great lil brainstorm we have going here
shame nothing new which we (the devs) aint already thought of has popped up

Posted: 2007-12-06 03:07
by Sadist_Cain
OK Last attempt as a guy who knows nothing of coding.
there seems to be an issue about bridges being deployed by the co being exploited to great hieghts, and you can have vehicles on other vehicles.
Is there a way to have the bridge builder built to be fully operational, but make it so that its ramp (fixed folding length) extends across the river, then once its in contact with the other side, engineers (with nearby Support truck) and the mobile bridge fixture becomes fixed in place as a commander asset...
Definately not?

Posted: 2007-12-06 20:35
by Masaq
[quote=""'[R-DEV"]Rhino;542757']shame nothing new which we (the devs) aint already thought of has popped up

[/quote]
Yeah but you're Devs and we're just the proles, it's to be expected that we can't cognitate at your levels. If we were the ones thinking up things that you hadn't already considered, we'd be the Devs and you're be the plebians
[quote="Sadist_Cain""]but masaq if what you say is possible and they can have certain points on the map which are a specific distance where the bridge can be deployed.
sure the enemy will eventually figure out where the bridge zones are on every map but I dont think itll stop people using them
Great lil brainstorm we have going here

[/quote]
Well, sounds like Rhino and the lot upstairs don't like the geniusness of us, so too bad lol. But yeah, even if they did know the bridging points (and let's face it, wouldn't take long to work out where the sodding things were being built) it'd still add a degree of flexibility for when major bridges had been bought down, etc.
Okay, so the only reason I'd like 'em is because they'd look neat.
But hey, that's not so bad

Posted: 2007-12-06 20:53
by [T]Terranova7
Deployable bridges would be the bane of huge exploits... unless the engine could somehow determine where on a map the bridges can be deployed, then you'll end up with all sorts of craziness. Players would be building bridges between the rooftops of Al Basrah, or using them as gigantic roadblocks. It would be like having players deploy runways and helipads, you would end up seeing these things in the oddest places.
Static, mapper placed bridges are the way to go IMHO.
Posted: 2007-12-06 21:58
by Warmagi
What about something like rally points? "You cant put a bridge that far from a river".
Or is it possible to make fixed bridges/fixing poits where bridge can be built on the entire river? If you want to built more it says, your team can have only 1 or maybe 2 bridges at a time.
Posted: 2007-12-06 21:59
by 77SiCaRiO77
Terranova wrote:Deployable bridges would be the bane of huge exploits... unless the engine could somehow determine where on a map the bridges can be deployed, then you'll end up with all sorts of craziness. Players would be building bridges between the rooftops of Al Basrah, or using them as gigantic roadblocks.
not if they are only deployed by a vehicle .
Posted: 2007-12-07 11:41
by Sadist_Cain
Hasnt been suggested, probably for a reason, how about making it so youll have to swim the river first, and place two points either side, where the bridge can link and meet, engineers are then sent to contsruct each side.
Like real mobile bridges youll have restrictions on how far apart these two points can be, and I dont know if it can be made so they have to be over water/away from buildings. and of course restrict it so there is only 1 mobile bridge per map.