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Posted: 2007-06-28 13:34
by Dunehunter
I so have to start messing around with this...get some tanks near there and a counter-sniper, and you're set.

Posted: 2007-07-02 22:07
by Raniak
I'm in love too

Posted: 2007-07-02 22:19
by Outlawz7
One question: why are sandbags grey? Shouldnt they be colored sandish/yellow?
Posted: 2007-07-02 22:30
by El_Vikingo
Hesco maybe? Or WIP?
Posted: 2007-07-02 22:35
by Outlawz7
Lot of stuff is still WIP, like loading screens and descriptions...Im curious, what the plot behind AoM is anyway...
Posted: 2007-07-02 22:37
by l|Bubba|l
Posted: 2007-07-03 01:08
by eggman
We've made some improvements for release to fix them sticking out of the ground so much and stuff.
As far as the general concept goes, the open beta has been fantastic for sorting out issues. We'll continue to look at balancing them through the tix "economy".
One very critical thing to keep in midn with them is that they generate tickets for your team, so enemy assets should be destroyed with impunity. Setting up 2 x bunkers at your main will generate a ticket revenue that will be difficult to overcome, so those should be sought out and destroyed.
And as with all new features introduced into PR, we'll be evolving them over time. Certainly TOWs and MGs would be cool, but it's not quite as simple as it looks to get it all working. The AAA was the most flexible weapon we could implement that met the technical criterion.
I'd also really like to see the AAA not floating so often, but we haven't solved that as yet.
And we're working on some stuff for a future release that will build on this to make for what we hope is a really cool, unique experience in the BF franchise in terms of game play styles.
Posted: 2007-07-03 01:09
by Outlawz7
'[R-DEV wrote:eggman']
I'd also really like to see the AAA not floating so often, but we haven't solved that as yet.
Place a concrete block platform underneath?
Posted: 2007-07-03 01:12
by Rhino
Outlawz wrote:Place a concrete block platform underneath?
could be an idea to put dirt underneath.
Posted: 2007-07-03 01:22
by Outlawz7
Well, was thinking concrete, since you probably wouldnt build up an AA emplacement the same way as a sandbag wall..
Posted: 2007-07-03 01:27
by IAJTHOMAS
wazza_ni wrote:Think it was 10 v 10...then it dropped to 7 v 7.
If i remember right at one stage I was bitching about teams cos it was 7 on 5 lol. You dropped out shortly after then more came on and it was 12 v 12. Was about 2 hours ago....
West beach looked like something outta the Normandy landings after we had built everything haha. We repelled the USMC air and sea attacks for ages
Think it was me who made the 'sim city' comment. At least I have before on W Beach.
Posted: 2007-07-03 01:28
by Uncle Blues
I'm totally in love too!
The problem is exploits connected with them. Only two examples:
1

2

3

Posted: 2007-07-03 10:20
by Danthesandman
Ow, I have tried CO also and like every1 else i say, SWEEEET! those co assets are so much fun. its not like sim city, more like Age Of Empires. but theres one thing that bugs me about some of the assets. not enough cover. can we get camo tents or make the firebases camo tent larger. Hopefully this will stop some of these snipers that attack make shift bases. i reckon also concrete blocks for breaking up vehicles making a B line for the bunker.
Posted: 2007-07-03 14:29
by Long Bow
'[R-DEV wrote:eggman']We've made some improvements for release to fix them sticking out of the ground so much and stuff.
One very critical thing to keep in midn with them is that they generate tickets for your team, so enemy assets should be destroyed with impunity. Setting up 2 x bunkers at your main will generate a ticket revenue that will be difficult to overcome, so those should be sought out and destroyed.
Is anyone else a little confused by this? I don't fully understand all the commander assest yet (I hope that the players guide has clear details on all this upon relase... please

) So the bunkers create a positive bleed for your team? Interesting. The commander role is becoming a power house, in a good way, not an M4 insta prone way

Posted: 2007-07-03 14:37
by Uncle Blues
are the spawn problems corrected?...

Posted: 2007-07-03 14:57
by Maverick--113
What about tank traps, like in CoH, or are those not used anymore?
Posted: 2007-07-03 16:50
by eggman
re: AAA platform, yeah we need to look at that, but it's a bit more involved than it looks hehe.
re: spawn problems, I think we have these all fixed for release
re: cmdr assets and tix.... yes... commander assets generate a "positive bleed". This is newly introduced during the beta. The CMDR assets are part of a larger design idea we are working on. That larger design idea included the tix revenue generation. For the v0.6 implementation we left that out for simplicity. But when implemented in the beta, their ticket cost was outweighing their benefits.
I don't want them to be free because I want to take some learning from the "resource economics" associated with the CMDR assets. So we added the ticket revenue generation. Every 10 minutes bunkers and firebases generate 50% of their ticket cost. So after 20 minutes, you would break even on a particular asset.. after 30 minutes you will be up by 50%, after 40 minuts up by 100% etc.
The "metaphor" the CMDR tix revenue is intended to represent is a more robust logistics network for your team, hence the ticket generation. There are other aspects to that design (which we are still working on) and I am not sure how it's going to work out, we'll play it by ear a bit.
Posted: 2007-07-03 21:29
by MadTommy
solodude23 wrote:Sounds fantastic egg.
esp. included with recent comments about funky new assets in the pipelines

minefield?
Posted: 2007-07-03 21:55
by StyrmanKarlsson
what about give the commander tool to build a larger minefield?
or maby even a anitpersonalminefield?