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pr v0.41 official leak of partial change log

Posted: 2006-12-14 03:34
by eggman
just to beat the tossers to the punch......

some stuff in 041 that we are testing in a build being released to test today...

APC changes
TOW launchers removed from APCs (to be in line with how these APCs are equipped in real life)
APCs now carry 8 guys
APCs now act as mobile spawn points


Tanker & Pilot Kits
Added tanker and pilot kits. These are required to operate APCs, Tanks, Helicopters and Jets. Also the operation of these vhicles requires that you are in a squad, some of them require that you are in a squad of more than 1 ;)

This should avoid some **** jumping into your tank and driving off while you are repairing it.


Officer Kits
We won't quite get all of the officer kit stuff done for v0.41, will take 2 releases. Officer kits are visually distinct and have soem Officer goodies. These are optional for Squad Leaders and Commanders. However within 2 release cycles (including 041) we think we'll have the capabilities tweaked such that any Commander or Squad Leader would be crazy not to use these kits. Snipers can now have a standing mission to hunt Squad Leaders and Commanders :p

Again the 041 version won't be super compelling, but the release after this one should see the Officer kits be very cool. Combined with some other changes we are working on, once we get them polishd up, the Officer kits should have a significant impact on game dynamics.


AAS v2
Completely new flag cap logic designed to make battles fpr CPs take place over neutral flags to minimise the spancamping required to capture CPs.
Adds "Objective Groups" so that some CPs can be grouped together and captured / defended simultaneously.


Player Damage System
players take damage when exiting alnad vehicle moving at high speeds
players take damage when existing a vehicle that is critically damaged


Vehicle Damage System
Tanks can be tracked, turrets disabled, engines disabled. These can be repaired. Other vehicles have some systems damage modelling ap;plied to them as well.


Kit Req Changes
Kits now require that you are in a squad with a min # of players to be granted the kit. Snipers are 2, all otehrs are.. 3 iirc. Officer kits require 4 in the squad.


Scenario Game Mode
v0.41 should see a limited introduction of scenario game mode


Merlin
Still needs a lil tweaking, but should make 041.


Map Grids in HUD
When using the M map there is a grid overlay on the maps. Is not shown in the GPS minimap, just on the M map.


IMPORTANT:
These are not all the changes for 041, just some highlights of the build we released to test today. And uh.. yeah we're aware the M4 has recoil issues .. no need to spam that into the thread 58 times.

IMPORTANT 2:
Some of this stuff might get deferred if it's too wiggy.

So much for just a bugfix heh.

Posted: 2006-12-14 03:44
by Hfett
Im very happy to read all that =)

Apcs being mobile respaws will make dedicated pilots like hellos wich is good =)

AASv2 is also another good thing

M map grid great =P

Officer kit, i would like to know what do they have avaliable

Posted: 2006-12-14 03:47
by Wasteland
Wow, thanks for the update. I can't wait. Care to leak us anything further about the officer kits? I mean, what makes them special?

Posted: 2006-12-14 03:53
by wpgcivic
f***** eh dudes, sounds really good



EDITED DUE TO SWEARING
(Younger players are on here pal)

UK_Force

Posted: 2006-12-14 03:53
by Clypp
Very nice.

How do tanker/pilot kits work? Do you have to request them next to the vehicle or near a flag? Is there a system to drop it again if your tank is taken by another tanker or destroyed?

Does AASx2 add more flags to the map?

Is the special tank damage corolate to the part hit or is it just damage % based?

Nice sig eggman.

Posted: 2006-12-14 03:55
by StyrmanKarlsson
give me give me give me give me!

:D

Posted: 2006-12-14 03:58
by MacNeill_USA
Not to jump the gun...but Eggman are there any maps in the pipeline....I am 80% up in creating my AI navmeshes.....so I just want to know how much more work is ahead of me!

Posted: 2006-12-14 04:01
by Bodybag2224
Excuse me, I must change my pants, I just crapped them.

Also wtf is Merlin?

Posted: 2006-12-14 04:11
by Guerra norte
Map Grids in HUD
When using the M map there is a grid overlay on the maps. Is not shown in the GPS minimap, just on the M map.
So no grids on Caps Lock map eh? :/

Posted: 2006-12-14 04:12
by Randleman5102
Great review. I really look forward to officer kit. And the tanker kit is a brilliant idea. AND THANK YOU SOOOOOOOO MUCH FOR USING GRIDS ON A MAP. finally someone understands.

Posted: 2006-12-14 04:20
by dbzao
Guerra norte wrote:So no grids on Caps Lock map eh? :/
We have grids on capslock and M map.
Bodybag2224 wrote:Also wtf is Merlin?
Is the british transport helicopter.

Posted: 2006-12-14 04:23
by Desertfox
What exactly are officer kits? Can you go into more detail please.

Posted: 2006-12-14 04:29
by dbzao
'[BBF wrote:Clypp']How do tanker/pilot kits work? Do you have to request them next to the vehicle or near a flag? Is there a system to drop it again if your tank is taken by another tanker or destroyed?
Right now the kits are automatically spawned near the vehicles.
'[BBF wrote:Clypp']Does AASx2 add more flags to the map?
No. Unless mappers add more CPs. Basically AASv2 changes the flag capturing dynamics and adds CP groups. Example, North and South bridge in Operation Ghost Train are a CP group, so they both need to be captured to continue, but they can be captured at the same time.
'[BBF wrote:Clypp']Is the special tank damage corolate to the part hit or is it just damage % based?
Damage %. But some tank parts get more damage than others. So if you get more damage, more chance to get something disabled.
Desertfox wrote:What exactly are officer kits? Can you go into more detail please.
Officer kits can be requested by squad leaders and commanders and will provide a nice set of tools that will make the SL/commander job more effective.

Posted: 2006-12-14 04:34
by KingofCamelot
'[BBF wrote:Clypp']Is the special tank damage corolate to the part hit or is it just damage % based?
Unfortunately there is no way to implement specific part damage in BF2 at the moment, so it is % based. We could do specific part damage, but it would cause so much lag it'd probably only work with one vehicle on a map. :razz:

EDIT: dbzao beat me to it.

Posted: 2006-12-14 04:37
by wpgcivic
regardless it will be a nice touch for the tanks..

Posted: 2006-12-14 04:38
by Guerra norte
We have grids on capslock and M map.
YAY! But what about CP names? It's really annoying asking everyone on the squad what name is that and that CP.

Posted: 2006-12-14 04:41
by dbzao
Never noticed a lack of CP names on the maps...

Posted: 2006-12-14 04:43
by Guerra norte
'[R-DEV wrote:dbzao']Never noticed a lack of CP names on the maps...
Well it's real problem for me, when you turn the minimap transparacy to 100 % they go away I think.

Posted: 2006-12-14 04:44
by eggman
CP names are on the maps, you may have them set to transparent, but they are there for all PR maps.
Guerra norte wrote:Well it's real problem for me, when you turn the minimap transparacy to 100 % they go away I think.
That's a BF2 issue we have no control over.

Posted: 2006-12-14 04:45
by Wasteland
Why be so coy about the officer kits? Can't you give us any specifics? Puh puh puh please?