Page 3 of 5

Re: Modern use of minefields

Posted: 2008-06-22 14:26
by Angry_M0b=US=
This is a cumulation of peoples ideas and what i think it should be like. sorry if i dont mention your names.

The minefiled is an asset REQUESTED by the commander, he marks on the map where he wants it, when this is done an engineer can get in the mine laying truck, drive it over to the area and drop mines out fo the back, the truck should go slowly to make it realistic, and only a limited number of mines can be dropped, making the minefiled not overpowered. The mines can only be deployed in a certain radius of the the commanders request which should be on the map (maybe a smoke grenade symbol like BF Vanilla as well). If the truck goes outside this area then it cant deploy the mines, meaning the driver cant just do driving around the map placing mines where he pleases and his team mates running over them.

I surgest the size of the area mines are alowed to be deployed in and the number of mines in the are depend upon the map, maybe the number of tickets as well? to represent their resource level at the time?

the right click could be to deploy the mines, and the left click to deploy the markers for the minefield. The markes should be deployed before so he knows where he needs to deploy the mines, say 2 or 3 markers must be deployed before the mines are alowed to be deployed, which ensures the fields are marked .The number of markers would be unlimited but the mines would be, making for some dummy fields, also the markers can only be deployed in the alowed area.

The mines would have to be activated by using the wrench, meaning the mines could all be dropped as the truck goes up and down the minefield, then gets out of it, then the Engineers activate the mines, they could possibly bury the mines afterwards with the shovel. The time to bury them and activate would eb fairly long, making it worth its while, as it is a valuable asset, and needs forwards planning so the mining team can be deffended.

This would allow for the miners to chose the proportions of activated mines to dummies, which could be requested by the commander. The minefiled asset would take x amount of time to recharge acording to the map.

Alternativly the commander could have 3 types of minefilds:
Full - Consists of all live mines, no dummies which again have to be set up by the same process, but are all active when wrenched
Parcial - Consists of some dummy mines and some live mines so some dont need wrenching, again the same process, but faster.
Dummy - Consists of just dummy mines, again deployed in the same way, can be set up as just markers, so the enemy think you have buried all the mines, or some dummy mines scatered on the top.

I think this would be the most realistic way of making the minefields for are denial use. The only think that would be needed to be added is a truck with some mines in the back.

Re: Modern use of minefields

Posted: 2008-06-23 06:21
by Lynx
I like the idea that a commander would approve the for placement of a minefield but this should be scalable from kashan to ejod, both maps would be great places to deploy terrain denial minefields HOWEVER the scale of the map and the bumpy terrains are something to consider. mine deployment should use different vehicles for different scales of deployment.

for example, ejod would have a shielder type of mine spreader for medium dispersion.
and kashan would have the things like the gator air deployment system, which is basicly a jet spreading anti-tank mines over a large area. which is what kashan needs to make it harder to make amour flanking attacks

I say that there should be markers(maybe), but make them small and spaced far apart so anyone so that any hard charger gets what he deserves if he isn't vigilant

Re: Modern use of minefields

Posted: 2008-10-02 01:23
by foxxravin
i like this idea very much! :)

Re: Modern use of minefields

Posted: 2008-10-25 11:51
by Tte.oteo
Good suggestion, i read the thread and i belive there are many good ideas, some kits like a engineer need to be checked in PR, only a little bit....
In my opinion the new equipment that you want for this kit its perfect, mainfields, barret 0,50 cal... etc etc but after this change i would put him other name, this is not a engineer its a sapper... many armies have a Special Units Of Sappers, they are like the green berets but with other work behind the enemy lines.

really good suggestion...i hope will see on the frontlines. Regards to all

Re: Modern use of minefields

Posted: 2008-10-25 11:55
by Tartantyco
Tte.oteo wrote:Good suggestion, i read the thread and i belive there are many good ideas, some kits like a engineer need to be checked in PR, only a little bit....
In my opinion the new equipment that you want for this kit its perfect, mainfields, barret 0,50 cal... etc etc but after this change i would put him other name, this is not a engineer its a sapper... many armies have a Special Units Of Sappers, they are like the green berets but with other work behind the enemy lines.

really good suggestion...i hope will see on the frontlines. Regards to all
-Sapper and Engineer are interchangable, the specific designation depends on the army in question. Engineer is the correct name.

Re: Modern use of minefields

Posted: 2008-10-25 17:43
by Psyko
i must have missed this thread. Its a great idea. but in order for me to understand it's feasability i need to know more about minefields from people who have first hand experiance with them.

How big are minefields in relation to battlefields, give an example of how big they could be in PR. i imagine they can go from several meters to hundreds of kilometers, such as korea.

Is it better to have deployable clusters of mines?...

Is it better to somehow place markers and triangulate an area, within such an area people and armour are blow up randomly.

I dont really know weather the second option is possible in BF2 engine. as the weapon system has shown to require rojectiles only. (EG: knifes are a one meter range projectile thats invilible and dropps to the floor) the other problem with the second suggestion is, how do you clear such an area.

Current problems with mines:
You can see their exact position. This is only good for friendly vehicles. they stick out from the rest of the terrain.
You can only deploy up to 8 per person. Its not effective in the round timelimit. and they become obsolete and nearly lose their initial purpose when the engineer that places them dies, becuase they dissapear after a few minutes.

What could be done to upgrade the mines?
the diamond idea? that still borderlines on placing them inividually, but its extremely effective with denying access to narrow corridors/passageways/streets/avenues.
The visability: get rid of the visability and have tape up instead(for everyone) Or keep the visability, and have an irritating piece of vanilla still there :(
The explosions. Are they realistic? are they great enough? do they give off a scary realistic sound or empression? The current ones serve their purpose, no doubt about it. but in PR the infantry have been slowed doen successfully imo. what about vehicles? are they slow enough?

just being devils advocate to get my ideas out :D

Re: Modern use of minefields

Posted: 2008-10-25 18:07
by Waaah_Wah
Did DEVs say anything about the deployable minefield idea?

Re: Modern use of minefields

Posted: 2008-10-26 18:49
by AnRK
I think I read w hile back that minefield aren't doable, but I could very well be wrong.

Re: Modern use of minefields

Posted: 2008-10-27 17:57
by AREM117
Personnally I think that the mines in PR are set up unrealisticly. And when you get a minefield set up you have to stay alive for in to do any good. And mines are currently used in a more offensive manor than defensive i.e. dropping mines under enemy vehicles. They are either used as a replacemant for C4 or a booby trap. Not often do I see players setting up minefields in the first place.

Re: Modern use of minefields

Posted: 2008-10-27 20:47
by AREM117
Mines should be in a field setup and they should be a deployable asset. But the problem is how to do it realisticly. I think that it should work as follows.

The Squad Leader brings a command truck to the position where they would like to lay the mines. He drops 2 supply crates and requests a Minefield Order from the commander.The commander accepts the rerquest and a marker appears on the map. The Squad leader has a 100,200, or 400m radius in which to request mines depending on the map. Also the limit of 10 20 or 40 mines depending on map. In this radius FOPs connot be built until the Minefield is removed. Minefields can only be built while a commander is present.

The way a minefield is set up is while a squad leader is in a Minefield radius his button changes from Build FOP to Lay Undeployed Mine. After a mine has been layed an Engineer must use his wrench by right clicking to set it up ,5-10 seconds, when a mine is deployed it may be burried by only an Enginner's Shovel which would take 30 seconds. Un-wrenched mines may be left alone or burried as dummies.

To remove a Minefield the commander must right click the mine marker on his command map and click the Remove Button after he clicks this a minefield cannot be set in the Minefield Radius for 20 minutes(simulating removal time).

This setup would remove the mine from the engineer leaving the slot open for a grappling hook or explosives.

EDIT: If a deployable mine is not doable give the Squad Leader a mine on his 9th Slot that has the limit based on the map and fits into my suggestion. For this you would have to replace Green Smoke with Faction Smoke.
Plese feel free to comment on this suggestion.

Re: Modern use of minefields

Posted: 2008-10-27 20:52
by Waaah_Wah
AnRK wrote:I think I read w hile back that minefield aren't doable, but I could very well be wrong.
Hm.. Not that i know anything about coding, but why shouldnt it be possible to spawn 20-30 mines 5 meters in the air, 5 meters in front of the SL, just like the commander assets?

Re: Modern use of minefields

Posted: 2008-10-27 21:02
by AREM117
Waaah_Wah wrote:Hm.. Not that i know anything about coding, but why shouldnt it be possible to spawn 20-30 mines 5 meters in the air, 5 meters in front of the SL, just like the commander assets?
I think the problem is with dropping a weapon projectile, which is what the mine is. Unless they could make an spawnable object with the proporties of a landmine idk if it is possible. Would help if one of the devs would enlighten us on this topic.

Re: Modern use of minefields

Posted: 2008-10-27 21:09
by Waaah_Wah
You might be right. I have no idea, im just throwing stuff out there :)

Re: Modern use of minefields

Posted: 2008-10-28 21:31
by fubar++
The "dummy" mine idea sounds great to me - and I comment only for that because I didn't read all the posts. Maybe engineer could have 2 kinds of mines on weapon selection, real mine and dummy. When engineer places a dummy mine only friendly troops can recognize it by for example green sign above it (like it was with old mines and red sign). Mines are already very easy to see, so this way you could place small mine field with safe route for friedly troops.

Re: Modern use of minefields

Posted: 2008-10-29 11:25
by Proff3ssorXman
I didn't feel like making a completely new thread, and this one sort of applies.

What about having in conjuction with commander placed mines:

Concertina Wire (Not to be confused with the razor wire in game)
Dragons Teeth or Czech HedgeHogs

The concertina wire would be an anti-tank/anti-infantry deployable asset. The anti-tank aspect is that the wire gets caught up in the sprockets and seals on tank driving wheels, this in turn causes either seizure due to leaking of grease, oil etc. Or from the amount of wire stuck in the sprockets and driving wheels makes it impossible for the wheel to turn.

Dragons Teeth are large Concrete pyramids placed in areas of strategic importance which inhibites the movement of heavy vehicles and tanks. Czech HedgeHogs are basically the same idea except they are large Cross's made of steel which serve the same purpose.

I propose that these objects be commander placed in conjunction with mines to create significant area denial.

Obviously there is going to be some sort of Engine conflicts with this idea so I'm not trying to force you into doing anything. These are just some ideas I have been cooking up for ages and seemed like an appropriate place to post them.

Cheers and sorry for the long post.

Oh and BTW - I'm not entirely sure that its called Concertina Wire. But I read a book (have to go looking for it for you) and it mentioned what it was and what it does.

Another thing you might like to know. A breaching device for these sorts of minefields and concertina wire is called a Bangalore Torpedo see - Bangalore torpedo - Wikipedia, the free encyclopedia

Sorry if this is a lot of information to take in, I don't usually post at this length.

Cheers

Re: Modern use of minefields

Posted: 2008-10-29 12:48
by Glimmerman
I think a asset deployed mine field would be a excellent idea, something like that would need to be modelled with its warning sign/ribbon on it as one object, it should be just as long as barbwire is now.

Re: Modern use of minefields

Posted: 2009-04-13 18:51
by =]H[= BrewCrew
In an effort to keep things simple for the Dev's from the current v.85 - I wanted to offer some simple suggestions for the Combat Engineer's Minefields.

Problems:
- Without a Commander, you're limited to 1 Map Icon to mark your mines. This can be problematic if you've been forced to move to another spot on the battlefield because it's just too hot where you were at before (happens frequently) & you can't mark your new mines.
-Without the Map Icon to mark your map, & even when they're clearly marked - Friendlies will continually run over your mines, wasting your teams assets.
-Setting up a minefield takes up a great deal of time being only able to equip 1 mine at a time.

Suggested Solutions:
-If possible, allow the Engineer to lay out more markers on the map for his mines.
-Give the Engineer at least 2 mines at a time, *maybe* 3.
-Add an item to the Engineer's inventory - "A sign!" - nothing fancy, but maybe a small stake with skull/crossbones standing half the height of a player. Allow him to reload & place a few of these signs - then there is a visual indicator *in the game* instead of just the mini-map that there is a minefield ahead. The engineer would have the freedom to place this "sign" wherever he felt it was needed to let the friendlies know that there REALLY IS a minefield ahead. Maybe even use it to trick enemy vehicles into using a different route, and make the sign destroyable.

To sum it up, I'm basically suggesting that we make the TK's a little more easily avoided without changing the kit up too much. It would also be great to have 1 more mine in our pack to get our job done a little quicker.

Re: Modern use of minefields

Posted: 2009-04-13 19:29
by single.shot (nor)
what if the minefields were limited to 4km maps?

-just a suggestion

Re: Modern use of minefields

Posted: 2009-04-13 19:45
by DannyIMK
good idea! there should be trucks with special crate that only relaods Mines[and maybe c4]
and engineers can drive that truck
there could be Commander Assest too

Engineers should have a sign that says that there's a mine(maybe 8 signs if there is limit
of 8 mines)

there can be also Mine Clearing vehicles, like armored bulldozers, or bomb robots
[i'm not sure that Army uses bomb robot but i think that Marines at urban maps use it]
, Special sniper rifles(like Barret) and engineers can disable/remove mines with wrench
and shovel

Re: Modern use of minefields

Posted: 2009-04-13 20:29
by Remoted-Bomb
I have an additional idea. Why can't we have false minefields. With this, a warning sign like picture under is placed, but when you walk, nothing happends. With this, maybe it is possible that some peoples are taking risks, and it's not 100% that there actually is any minefield here. That's used.


EDIT: Couldn't find picture. Maybe someone else have a picture?

Anyway, here you can find info about US Mine marking (HEMMS):

M133 Hand-emplaceable minefield marker set (HEMMS) (United States) - Jane's Military Vehicles and Logistics