Bridges
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Bridges
Well, it isn't technically the end to the russian team, it is possible (providing the only section of bridge blown out is the once closest to the main landmass) to drive the tank across at full speed and land on the opposite side of the riverbank and drive up the side, but this isn't realistic in the slightest.
We'll find that balance between breaking a game and interrupting supply chains eventually!
We'll find that balance between breaking a game and interrupting supply chains eventually!
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Not_able_to_kill
- Posts: 202
- Joined: 2008-03-05 11:37
Re: Bridges
I remember, when i was tank driver in fools road, the bridge was blown up, we had to take a alternate route, guess what it was, water, im glad the water was kinda shallow so we managed to pass it, but we took alot of damage... so would be nice to have this in game.
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[R-CON]Rudd: remember, your penis size is proportional
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Re: Bridges
There is not always a landbridge on the maps where the bridge was expected to be repairable (such as Fool's Road).Trooper909 wrote:theres allways a land bridge on most maps close by anyways so adding this would be pointless imo
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Mad-Mike
- Posts: 3137
- Joined: 2008-01-25 13:21
Re: Bridges
it would be unrealistic if it just had small holes everywhere if an apc went near the edge it would collapse. even a jeep maybe
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wookimonsta
- Posts: 681
- Joined: 2008-08-31 13:16
Re: Bridges
actually, the stability on a bridge is often quite unrelated to the state of the carrying plane (road).
the stability is by wires or by the carriers and holes in the road shouldn't damange the stability.
the stability is by wires or by the carriers and holes in the road shouldn't damange the stability.
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Meza82
- Posts: 279
- Joined: 2009-06-13 21:26
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Tarantula
- Posts: 243
- Joined: 2008-03-24 00:36
Re: Bridges
If there were repair tanks they could be used to repair those large unrepairable to inf bridges. Engineers only job at the moment is using C4 like an IED or putting down/clearing mines.
The bridge on sunset city is kind of like what you are talking about, blows up in sections but you can still drive past, test it.
The bridge on sunset city is kind of like what you are talking about, blows up in sections but you can still drive past, test it.
Ingame name: OfficerJamesPrice
"Heavy is good, heavy is reliable, if it doesn't work you can always hit him with it"
"Heavy is good, heavy is reliable, if it doesn't work you can always hit him with it"
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Hietaa
- Posts: 175
- Joined: 2007-09-24 13:53
Re: Bridges
Bridges at sunset city act somewhat like this. 1 C4 blows up ½ of the bridge and even when both sides are blown you can drive car through the middle part.
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hx.bjoffe
- Posts: 1062
- Joined: 2007-02-26 15:05
Re: Bridges
I really like the bridges the way they are now. Really gives gameplay an egde.
It's the map design there's something wrong with on Fools Road (and somewhat Jabal and Kozelsk). Get a working deployable bridge system working, and we're golden.
It's the map design there's something wrong with on Fools Road (and somewhat Jabal and Kozelsk). Get a working deployable bridge system working, and we're golden.
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Sparatan117
- Posts: 113
- Joined: 2009-03-12 07:51
Re: Bridges
If your willing to write the physics engine behind how it falls apart, I'll make the 3d model pieces that break apart...lolbadmojo420 wrote:Maybe if you made it weaker so if a heavy vehicle tried to cross it would fall apart.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Bridges
Very nice idea, but the pass wich stays after explosion should be only big enought to let jeep and truck over (and BRDM as i think its about the same width as the truck), so logistics are still avaliable but heavy support is gone.
Another thing would be if there are 2 bridges in a map, the "main one", furthest from the base (south one on qwai, east double bridge on basrah, etc...) would be the ones with small holes, so you can still pass, but it will cost you time, closer ones (north one on qwai) would have the old system as its now.
Another thing would be if there are 2 bridges in a map, the "main one", furthest from the base (south one on qwai, east double bridge on basrah, etc...) would be the ones with small holes, so you can still pass, but it will cost you time, closer ones (north one on qwai) would have the old system as its now.

Orgies beat masturbation hands down. - Staker
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calstifer
- Posts: 72
- Joined: 2009-02-23 07:58
Re: Bridges
Good idea, and for any arguments that HE are ment to destroy bridges on a real battlefield if you wanted to blow up a bridge you would bring 4 batches.
Sheep, seriously its all about the sheep.
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Masaq
- Retired PR Developer
- Posts: 10043
- Joined: 2006-09-23 16:29
Re: Bridges
hx.bjoffe wrote:I really like the bridges the way they are now. Really gives gameplay an egde.
It's the map design there's something wrong with on Fools Road (and somewhat Jabal and Kozelsk). Get a working deployable bridge system working, and we're golden.
Something to be looked at, certainly...
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wookimonsta
- Posts: 681
- Joined: 2008-08-31 13:16
Re: Bridges
damn you devs and damn your winky smileys as well *shakes fist*
