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Re: Modded Sinkable Mines

Posted: 2009-01-03 16:47
by Redamare
YAAAY MINE SWEEPER SQUAD AHHA

Re: Modded Sinkable Mines

Posted: 2009-01-03 16:57
by RedAlertSF
I think our current system is good, because if you could bury mines, what would happen if you place a mine on pavement? I donät want to see that happen, so...I think it's hardcoded if we want to prevent that.

Re: Modded Sinkable Mines

Posted: 2009-01-03 17:00
by Tomato-Rifle
Cant even see the video, it says connecting for like 1 hour then buffering at 0% forever

Re: Modded Sinkable Mines

Posted: 2009-01-03 17:03
by Dude388
Tomato_With_A_Rifle wrote:Cant even see the video, it says connecting for like 1 hour then buffering at 0% forever
Same here, I guess you and I will never know what all the hype was about ;-) .

Re: Modded Sinkable Mines

Posted: 2009-01-03 17:56
by Ablack77
CareBear wrote:still the problem of it going through concrete etc... as you even show with you pic.....
Lets face it, the roads depicted in the area's these maps are in aren't exactly going to be "A grade" roads,

I doubt they're going to be rock solid roads like we have in our countries,
you could probably get away with the excuse that the roads are old enough and crumbly enough that you could hack a bit of a hole and stick a mine in, cover it up with the rubble you hacked out.
(which is why one suggestion I included was using a shovel to simulate scratching around enough to bury the mine)

Take Kashan or Ejod Desert, Al Basrah, Jabal, Ghost Train, Bi Ming, Barracuda, Korengal, Qwai, Mestia, Tad Sae, Qingling, Archer, Fools Road and Ramiel for example, it is reasonable to expect these roads would be old and in a bad state?
Possibly the only maps you might say "this is not very likely" is on Muttrah and Sunset, agreed?

imo a little realism could make way for game play in this instance,
but really realism isn't being sacrificed because ultimately you don't place mines on top the ground,
I mean imagine how useless mines would be IRL if they were.
so in actual fact it's really not that unrealistic.
The way I see it is 90% realistic because mines are always concealed under the grounds surface vs 10% unrealistic when they are placed on roads.

Re: Modded Sinkable Mines

Posted: 2009-01-03 20:13
by AnRK
The thing is that mines are only really useful ON roads, or in massive fields blocking entire areas that we can't really get into PR unfortunately, there are very few other chokepoints for vehicles I can really think of using them for.

Apparently mines aren't even really used like they are in PR anyway, minefields (which apparently have to be well marked like some glorified "beware of the dog" sign in simultaneous friendliness and unfriendliness, the kinda sentiment displayed in most rules of war) are the only way they are really used, according to some engineer who posted about them on the forums a while ago at least.

Re: Modded Sinkable Mines

Posted: 2009-01-04 01:02
by badmojo420
Ablack77 wrote:imo a little realism could make way for game play in this instance,
Agreed, i used to have the opinion that mines/ieds would be unrealistic to put underground. But after using them a lot, it's very unrealistic the way we're forced to place them in plain sight most of the times.

Re: Modded Sinkable Mines

Posted: 2009-01-04 15:58
by AnRK
To be honest the only faction I think should get mines at all are the milita and insurgents, cos I reckon they'd be the only ones to use them in the way they are used in PR currently.

Re: Modded Sinkable Mines

Posted: 2009-01-04 16:16
by McBumLuv
AnRK wrote:To be honest the only faction I think should get mines at all are the milita and insurgents, cos I reckon they'd be the only ones to use them in the way they are used in PR currently.
I would like to see that (well, IEDs instead of mines for insurgents). IMO, mine fields should be used as assets, with a "safe" path highlighted on the map. Everyone would see a sign saying minefield, but only the force that's laid them down can know which mines are duds and which ones aren't.

Re: Modded Sinkable Mines

Posted: 2009-01-04 17:57
by AnRK
I'm fairly sure minefields can't be done, would be quite cool if there was some way of making a deployable that had mine warning signs round it, but inflicted massive damage to any vehicles that came in it ala going out of the area of engagement round the sides of a map. Dunno if it could be done that way though, definitely doesn't seem to be a way of having it so theres a large area of individual mines though.

Re: Modded Sinkable Mines

Posted: 2009-01-04 18:25
by PARAMEDIC.CA
Ablack77 wrote:Lets face it, the roads depicted in the area's these maps are in aren't exactly going to be "A grade" roads,

Take Kashan or Ejod Desert, Al Basrah, Jabal, Ghost Train, Bi Ming, Barracuda, Korengal, Qwai, Mestia, Tad Sae, Qingling, Archer, Fools Road and Ramiel for example, it is reasonable to expect these roads would be old and in a bad state?
Possibly the only maps you might say "this is not very likely" is on Muttrah and Sunset, agreed?

imo a little realism could make way for game play in this instance,
but really realism isn't being sacrificed because ultimately you don't place mines on top the ground,
I mean imagine how useless mines would be IRL if they were.
so in actual fact it's really not that unrealistic.
The way I see it is 90% realistic because mines are always concealed under the grounds surface vs 10% unrealistic when they are placed on roads.
On Archer we have compensated for this by creating lots of gras near or even on the road, also you can literally place IEDs and even mines inside of the loose rocks found near the road :)
give it a try.

Re: Modded Sinkable Mines

Posted: 2009-01-04 18:39
by Brummy
AnRK wrote:I'm fairly sure minefields can't be done, would be quite cool if there was some way of making a deployable that had mine warning signs round it, but inflicted massive damage to any vehicles that came in it ala going out of the area of engagement round the sides of a map. Dunno if it could be done that way though, definitely doesn't seem to be a way of having it so theres a large area of individual mines though.
FH2 has minefields.

Re: Modded Sinkable Mines

Posted: 2009-01-04 18:41
by Galliruler
We need mines that sink!

Or, is the suggestion I'm about to make possible?

*Squad Leader throws down a mine*
*Guy with shovel comes up and presses left mouse button above mine*
*It dissapears underground, with the top showing*


We really do need these mines though, like when your driving dwon the road, "Oo, mine. Swerve to avoid it."

When it needs to be, "HAT, swerve to av- BLAM!"

Re: Modded Sinkable Mines

Posted: 2009-01-04 22:22
by AnRK
Brummy wrote:FH2 has minefields.
They aren't deployable though, would be cool to have some already on some maps though.

Re: Modded Sinkable Mines

Posted: 2009-01-04 22:54
by gclark03
My opinion: mines should ONLY be given to the Chechen Militia in their present forms, and deployable minefields for the conventional armies should require prominent marking, as in real life. The C4 can then be placed on the detours, like any good high-explosives ambush.

Re: Modded Sinkable Mines

Posted: 2009-01-04 23:11
by Ablack77
[R-DEV]PARAMEDIC.CA wrote:On Archer we have compensated for this by creating lots of gras near or even on the road, also you can literally place IEDs and even mines inside of the loose rocks found near the road :)
give it a try.
Must admit mate, Archer has definitely compensated for this I often wonder why other mappers haven't done the same,
because if they had this whole thread would be moot
and there would be barely a mention of tinkering with mine models/sinking mines into the ground etc.

Every time I travel down one of the roads on Archer I smile to myself thinking
"awesome look at all those rocks and bits of grass just WANTING to have a mine put in or behind them" hehe

Honestly, I'd bow down in awe to mappers if they would consider adding more rocks and wee bits of grass in future (or even current maps)

Obviously I'm not a mapper but as a player it's the little things that make maps truly fun and have great re playability.

:)