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Posted: 2005-04-06 00:16
by Talon
Mr. Pink wrote:Couple more things that would be more realistic:

1. please dont make it so that a tank runs over a barbed wire fence and loses half its armor. please!

2. Vehicles, especially air power, should not have 50 bombs or whatever to drop. The EA site said the F/A 18 has 11 platforms. so after you drop/use all 11 pieces of your ordinance, you have to fly back to base/ship to rearm. I believe this would place more importance on a squad calling in an airstrike than just a pilot flying around bombing the bajeesus out of everything. Same with the Cobra and what not, im not sure on the cobra but i know the Apache can carry up to 16 hellfires, or any other combinations of weapons. So when youre in the cobra and you use all your rockets or what have you, you gotta go rearm. I believe this would make air power what its supposed to be, which is support for ground troups.

If you could carry 50 bombs on a super hornet we wouldnt have the need for infantry anymore.
I second this... especially as one who loves to fly. Each jet should only have a limited amount of air to air and hopefully some air to ground such as maverick missiles or glide bombs. They should also handle in the air as such, ie if a jet gets on their six they would probably drop the massive bomb in order to gain speed and handling.

Same thing with AH-64 I believe is 16 Hellfire, two pods of rockets, and two sidewinder heat-seaking missiles is the standard loadout.

Please let tanks and apcs handle like the vehicles, and not take damage or make it minimal from certain types like bullets (unless high caliber anti-tank), barbed wire fences etc.

Posted: 2005-04-06 16:35
by Figisaacnewton
Solo, about running over sandbags: If they don't have it normally, it wont be that hard to make your own sandbag model (with skeleton for better physics) and just pile them on top of each other.

More suggestsions:

If netcode allows ( i know this is very very hard) make everything destructible. Not likely, but if possible , must do.

When the rotors of a helicopter (in all bf games and mods i think) start spinning, the rotating 3d models go away and are replaces by a cheesy looking rotating flat surface THAT HAS NO COLLISION MESH WITH ANYTHING! So, you can land right next to a tree,and be fine.

I suggest, change it to this: just make it so the 3d blade models start spinning really fast, dont put in a flat crappy looking texture.

Now for the whole helicopter damage structure:

helicopters have 100 health
when they get to 0, they light on fire
when they get to,,,say -70, they explode

How, have all different rounds of bullets do thier different amounts of damages to each part of the heli ( a couple of shots to the engine, tail near rotor, main rotor area should take the thing down to 0, so all you can do is auto rotate).

Missles, rpgs should blow any heli apart in one hit (like 200 damage).
The 3d spinning rotor blades should take 100 damage if they are hit by anything (bullet, tree, etc) so the heli is instantly on fire and really f*ed up.

Crashes should not blow the heli to pieces, they should disable it. Also (if possible), a crash will just smush the heli a bit irl, but the pilot will die from the impact. so, make it so if you hit the ground to hard (fast) then the people inside the heli take damage, but the heli itself survives the crash (albeit on fire and going to explode in the next 40 seconds)

Crashing should be as realistic as possible, warning lights and noises going off everywhere, impacting the ground makes your guy black out for a bit (there needs to be a loud noise associated with a heli hitting the ground fast), then, your screen is blurry, you barely manage to stagger out of the chopper, and can't move to fast as your leg was broken in the crash. Bleeding excessively, you try to bandage yourself, and call for a medevac (and pop a flare or smoke or whatever is realistic)

Posted: 2005-04-08 16:04
by Talon
Figisaacnewton wrote: Now for the whole helicopter damage structure:

helicopters have 100 health
when they get to 0, they light on fire
when they get to,,,say -70, they explode

How, have all different rounds of bullets do thier different amounts of damages to each part of the heli ( a couple of shots to the engine, tail near rotor, main rotor area should take the thing down to 0, so all you can do is auto rotate).

Missles, rpgs should blow any heli apart in one hit (like 200 damage).
The 3d spinning rotor blades should take 100 damage if they are hit by anything (bullet, tree, etc) so the heli is instantly on fire and really f*ed up.

Crashes should not blow the heli to pieces, they should disable it. Also (if possible), a crash will just smush the heli a bit irl, but the pilot will die from the impact. so, make it so if you hit the ground to hard (fast) then the people inside the heli take damage, but the heli itself survives the crash (albeit on fire and going to explode in the next 40 seconds)

Crashing should be as realistic as possible, warning lights and noises going off everywhere, impacting the ground makes your guy black out for a bit (there needs to be a loud noise associated with a heli hitting the ground fast), then, your screen is blurry, you barely manage to stagger out of the chopper, and can't move to fast as your leg was broken in the crash. Bleeding excessively, you try to bandage yourself, and call for a medevac (and pop a flare or smoke or whatever is realistic)
First, I agree with the helicopter crashing idea.
Very cool, also I agree that rotors should have hit collision, but if they do that they need to introduce fast roping.

However, until they make helicopters go as fast as they do in real life and give them air-to-ground radar abilities with locking anti-tank and sidewinder missiles, as well as infrared to help detect enemies then no I don't agree that a few bullets should take one out.

Due to game limitations jets and helicopters can't go as fast as they do in real life or be as maneuverable, hence why should they take the exact same damage as they would in real life? No, an Apache for example should be a tough little copter that takes either a tanks main gun, stinger missile, sam, or zeus AA etc... to take down.

RPG's are too weak, if you've seen movies like blackhawk down they had to aim for the tail rotor for a reason, anywhere else on the bird wouldn't have brought it down. Even then it sometimes didn't do enough to bring down instantly, its the same way in real life, and once again helicopters and jets don't move fast enough.

Posted: 2005-04-08 16:46
by Evilhomer
When it comes to RPG's thier capabilities are sporadic to say the least. They are deadly weapons, however usually these are made by illegal or unlicenced manufactures who have quality assurance or quality control on thier products.

This makes them probably more dangerous for the user rather than the the target.

Posted: 2005-04-08 17:13
by Figisaacnewton
Ok Talon, i agree with that, make it a little stronger to make up for it's lower speed, but i still think it shouldn't take as many shots as it does in BFV to take out a helicopter. Just do this: Realistic damge for everything, than beef up the helis by 10 or 20 % or something.

Another thing! More than just the cockpit glass need to be bullet pass througable. So a shot could come from under the heli, and enter into the pilots leg or something. As long as the bullet penetration is realistic. And it should be that engine shots disable, but shots that actually hit the fuel tank = boom.

Another thing: If it is possible, for the positions in blackhawk where the guy is just sitting with his feet over the side, if he dies, he should get all his nice ragdoll physics and fall out of the heli. just cuz that would look cool.

Posted: 2005-04-14 11:33
by Logue
not all shots that hit a fuel tank will ignite it 8/10 times it will leak, but unless the vehicles have a fuel tank in the mod then it seems pretty pointless.

Posted: 2005-04-15 23:50
by Figisaacnewton
about 8/10 shots making it leak: ok only certain areas of the fuel tank make it go boom, instead of 1 big box, maybe 3 smaller ones that make it explode, and the rest of the box just makes it ....loose fuel.... i dont think its possible to code "70 % of the time, when this is shot, it does this much damage instead of this much"

how about that? fuel? sorta like stamina, cept in a vehicle...?

Posted: 2005-05-22 02:12
by Beckwith
im sure there will be a trade off type balance system at least i hope :o ops:

Posted: 2005-05-22 14:10
by cryJamie
I would definetly like to see the following


1. Removing respawns or limiting them to 3 or less

Remember playing ghost recon and having match based rounds? It is so much more fun when players can only respawn less than 3 times because it gives players a REASON to stay alive rather than run and gun. Also when the game is round based it adds an element of teamplay because players wont be spawning into a battle and have their teammates scattered all over the map everytime.


2. Removal of muzzle flash in daytime.

Watch a video of someone firing an assault rifle in the day time. You hardly ever see a muzzle flash. It would be much cooler to have a smoke and particle effect comming out of the barrel which I think would make the weapons "feel" more powerful.

Heres a video example of NO muzzle flash.

http://nokansas.net/guns/fn03.avi

If you want to see more weapons firing just search

http://www.altavista.com/video/default

You will find that most weapons don't have a muzzle flash in daytime.

3. Realsitc injuries.

It would be sweet if players were stuck in prone after being shot enough times in the lower part of the body. It would extra cool if other players could pick up wounded players and bring them to saftey earning them alot of points.

4. Real iron sights.

Remove all crosshairs and use only Iron sights. Don't use a 2d image of a iron sight though, bring up the whole model on screen.


If anybody has mentioned these sorry to repost

Jamie

Posted: 2005-05-25 19:08
by Warrior
This is just me, but I would like to see some blood and guts in this game, since in the other BF games, when you get shot, there's practically no blood or anything at all, which is unrealistic. How are that medics gonna know where you bandage you up if you're not bleeding nowhere? :? :

Posted: 2005-05-26 13:28
by Wolfmaster
cryJamie wrote:
1. Removing respawns or limiting them to 3 or less

Remember playing ghost recon and having match based rounds? It is so much more fun when players can only respawn less than 3 times because it gives players a REASON to stay alive rather than run and gun. Also when the game is round based it adds an element of teamplay because players wont be spawning into a battle and have their teammates scattered all over the map everytime.

Well, i like the idea cus its realistic, but i don't think it'll really work. Games like Americas Army and Ghost Recon have it this way, and it works great there. But bf2 maps are much bigger so either the battle lasts forever cus there are only very few people left so there is a very small chance anyone will really win. The assault will capture a base and move on and defense takes it back...
The other option is to set a time limit, but then (again because the maps are huge) most of the times there wouldn't be a winning team.

I haven't played bf2 yet so i can't be sure about this all but it's what i could find out from reports on this.

Posted: 2005-05-27 20:42
by Happyfellow
Ok, this is what i want to see

I want to see a map based on blackhawk down in somalia! that would be so fun!

Posted: 2005-05-27 21:00
by Beckwith
a guy i play with in 21CW has made a Black Hawk Down map for DC he made it exactly to the movie, i know theres two versions and some people have played the bad one that looks like a cheap berlin knock off, this one is real good as far as looking like the movie its not a perfect map there are some building floating, fences half way in the ground

http://battlefield1942.filefront.com/fi ... Down;32131

even made custom somali skins