I've always found it a bit silly that on most 4kms there are two airfields within spitting distance of each other. Would it not be a good idea to have it in a similar fashion as the Falklands, where the main playable area would still be 4km, but the airfields are 6km off-map each way? It'd allow for an actual dome of death for enemy pilots to prevent airfield camping, it'd practically nullify the risk of initiating a landing approach (You're very vulnerable during this) and it would increase the time between CAS runs to make their presence felt less, and encourage prioritisation of targets.
Helicopters would still spawn at the "main" main, and on Silent Eagle the airfield would still be on-map for the Germans
I'd add a poll but I don't know how
Airfield proximity - 16x16km Falklands style
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=MeRk= Morbo5131
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Rhino
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Re: Airfield proximity - 16x16km Falklands style
This thought has come to mind but there are a few issues of doing this.
Firstly you have to disable all combat zones to allow people to walk around their airfields, which means dome of deaths are not possible. In PR:F you can camp the carrier or the airfield, even as an infantryman, although no one tends to do this as it takes so long to get there and requires an aircraft too.
Next is the problem of having the airbase on a normal terrain map. PR:F was all mesh terrain so it wasn't a problem but trying to work with surrounding terrain which is super low detail and very buggy to walk on etc, not really possible. Best move here would be to probably disable one of the surrounding terrains and fill that spot with mesh terrain for the airbase, but not a simple task and I'm currently the only dev who knows how to make it and I have no time to make any or teach others to either...
Then there are the gameplay issues of not having the airfield on the minimap, although this didn't prove too bad for most players who could navigate quite well to and from the airfield/carrier fine with a bit of practice, but the map also did have a 3km VD so you could see it far off to to make landing corrections etc well in advance, which you wouldn't so easily be able to do on a smaller map.
But yes, this is something we may try in the future, but unlikely to see any time soon tbh due to mainly its complexity of making them.
Firstly you have to disable all combat zones to allow people to walk around their airfields, which means dome of deaths are not possible. In PR:F you can camp the carrier or the airfield, even as an infantryman, although no one tends to do this as it takes so long to get there and requires an aircraft too.
Next is the problem of having the airbase on a normal terrain map. PR:F was all mesh terrain so it wasn't a problem but trying to work with surrounding terrain which is super low detail and very buggy to walk on etc, not really possible. Best move here would be to probably disable one of the surrounding terrains and fill that spot with mesh terrain for the airbase, but not a simple task and I'm currently the only dev who knows how to make it and I have no time to make any or teach others to either...
Then there are the gameplay issues of not having the airfield on the minimap, although this didn't prove too bad for most players who could navigate quite well to and from the airfield/carrier fine with a bit of practice, but the map also did have a 3km VD so you could see it far off to to make landing corrections etc well in advance, which you wouldn't so easily be able to do on a smaller map.
But yes, this is something we may try in the future, but unlikely to see any time soon tbh due to mainly its complexity of making them.
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Kerryburgerking
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Re: Airfield proximity - 16x16km Falklands style
What on Island maps like Saaremaa? Russian airbase could be on mainland estonia and US in Sweden, like the argies in the falklands.
Mean, green and unseen!
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Rhino
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Re: Airfield proximity - 16x16km Falklands style
You still have all the same problems, although you could get around the modelled terrain if you where to use a carrier for one or both of the factions, midway style.
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Kerryburgerking
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Re: Airfield proximity - 16x16km Falklands style
Why don't just do it as in the falklands? Just flat grass and such.[R-DEV]Rhino wrote:You still have all the same problems, although you could get around the modelled terrain if you where to use a carrier for one or both of the factions, midway style.
Mean, green and unseen!
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Rhino
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Re: Airfield proximity - 16x16km Falklands style
Hardly just flat grass, its based on the real SW of Argentina...Kerryburgerking wrote:Why don't just do it as in the falklands? Just flat grass and such.

https://goo.gl/maps/nWp02
But its not the complexity of the terrain that's the problem, like I said I'm the only one in the team with the knowledge of how to make it, with perhaps one other in the team who may be able to but like me, he's also busy with other stuff.
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Roque_THE_GAMER
- Posts: 520
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Re: Airfield proximity - 16x16km Falklands style
[R-DEV]Rhino wrote:This thought has come to mind but there are a few issues of doing this.
Firstly you have to disable all combat zones to allow people to walk around their airfields, which means dome of deaths are not possible. In PR:F you can camp the carrier or the airfield, even as an infantryman, although no one tends to do this as it takes so long to get there and requires an aircraft too.
Next is the problem of having the airbase on a normal terrain map. PR:F was all mesh terrain so it wasn't a problem but trying to work with surrounding terrain which is super low detail and very buggy to walk on etc, not really possible. Best move here would be to probably disable one of the surrounding terrains and fill that spot with mesh terrain for the airbase, but not a simple task and I'm currently the only dev who knows how to make it and I have no time to make any or teach others to either...
Then there are the gameplay issues of not having the airfield on the minimap, although this didn't prove too bad for most players who could navigate quite well to and from the airfield/carrier fine with a bit of practice, but the map also did have a 3km VD so you could see it far off to to make landing corrections etc well in advance, which you wouldn't so easily be able to do on a smaller map.
But yes, this is something we may try in the future, but unlikely to see any time soon tbh due to mainly its complexity of making them.
hey hino im not a mapper (noting really) but could you "hug" the far main and leave a litle way as noting can pass and give a free pass if the jet is friendly? could be applicable in most maps, i always think: "why in the hell there is 2 air ports and fully assembled mains 'closer' to each other?" the Falklands are something really more closer to reality and guess you don't need to worry with combat zones and dome of deaths, most serves does not allow to BC or can put some overpower AAs to defend the air field for clan fight servers.
any way good work on this map, I liked it a lot.
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Rhino
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Re: Airfield proximity - 16x16km Falklands style
I did look into that kinda thing with the Falklands and iirc, it just messes up the minimap, not sure if it would be the same problem for a normal sized map but think it would be tbh.
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Roque_THE_GAMER
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Re: Airfield proximity - 16x16km Falklands style
Maybe some hud guidance for the jets? like a heat ting or lights like in black gold night version to help? they only go spawn for the jets not for doing something more.[R-DEV]Rhino wrote:I did look into that kinda thing with the Falklands and iirc, it just messes up the minimap, not sure if it would be the same problem for a normal sized map but think it would be tbh.
Edit: also what is iirc?
Last edited by Roque_THE_GAMER on 2014-03-11 18:40, edited 1 time in total.
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Rhino
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Re: Airfield proximity - 16x16km Falklands style
It would be screwed up for everyone, not just jets. But speaking of which reminds me that it certainly isn't possible with even normal sized maps as proved with the old Iron Eagle combat zone code and also us looking into ways of getting around it and not finding one, other than disabling combat zones for jets. Only difference with doing an airbase in the outside terrain is you also need to disable combat zones for players as well if you want them to be able to walk around them etc.

