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A few ideas about deployble stuctures

Posted: 2007-07-18 20:43
by Longbow*
1. helipad - today I was playing Zatar Wetlands and realised that it may be very usefull to deploy a helipad when needed ... as the helipad from old flag on hill in the center of the mountain that was abandoded since there is no flag now - looked really like 'deployed' ( yes I know it is there on original map )

2. TOW placement - same like AA guns ; would be usefull on maps like Kashan , Kufrah , Zatar .

3. Trenches . Yes , I know it is impossible to 'dig' bf2 terrain but what about making them the same way DEV's did with defencive bunker and firebase ( i mean , ground under them which generates depending on the surrounding terrain ) Possibly unable to be destroyed by tank shells and air vehicles , only C4 .

4. Automatic 40mm nade launchers , with ability to select between HE fragmentation ammo and armour piercing ammo

5. Anti-material sniper-rifle placement - around sandbags , on bipod ( in the same way vanilla BF2 had MG placements )
5.1 12.7 HMG's on bipod , in the same way

6. Field hospital - heals wounded soldiers in certain area ( 5-10 methers )
may be placed not far then 25m from friendly DB or FB

7. tank trenches - build in the same way like infantry trenches , allowing armour more protection when defending flag

Posted: 2007-07-18 20:51
by ReaperMAC
Longbow* wrote: 5.1 12.7 HMG's on bipod , in the same way
Lots of interesting stuff, note that the Field Hospital and TOW emplacements have been suggested but Im sure you already know that. With the HMGs on bipods, I remember reading something about how you cant really set the direction of where you want them to be pointing (you gotta be lucky I guess). Although, the AAs serve a similar purpose.

I like the idea with the trenches and the tank bunkers, would be interesting to see.

Posted: 2007-07-18 21:10
by Wolfe
Good ideas.

Also would like to see a SAM site.

It's very difficult to effectively kill jets with the gun. Hearing that "beeeeeeeeeeeep" lockon is frightening and effective.

Posted: 2007-07-18 21:25
by TF6049
Yes, the stationary weapons and field hospital I agree with. For the trenches, use the same earthen barrier that the existing bunkers have. For a tank, just make a U-shaped thing that is high enough only for a tank's main gun to stick out.

Posted: 2007-07-18 21:47
by ZanderArch
Well, as it was said if there is a real problem with aiming them, then make them 360 degree turrets.

All the suggestions are good, other than the Anti-Material rifle. Doesn't really have a place being mounted and, correct me if I'm wrong, those usually aren't used like that in real life. I could be wrong, but the concept seems odd.

The helipad also seems a bit out of place since I haven't seen many helicopters in the few days I've played .609. It just seems a little too specific and wouldn't be used. But I haven't played all the maps, so correct me if I'm wrong, again.

Would love to see some new structures.

Oh, and mind if I suggestion one?

Commander Deployed Ammo Cashes. Model them specific to the team. That'd be really good for fortifying a position since now, the defenders have a stream of ammo if it is infantry defended.

Posted: 2007-07-18 22:04
by Teek
What if the commander could deploy suppiy crates out he back of the 5 ton? thats what the trucks do IRL :) . solves Medic station and Ammo pile.

being able to make a nice flat area would make a great LZ.
Tank Traps, (hedgehog type perhaps) would suppiment razor wire.

A Tow Sandbag wall would be handy only on maps with tanks, (no TOW on Jabal)
Trenches would exactly like sandbags, so no.

Tripod Mk19 or M2 in a ditch would be great.

Posted: 2007-07-18 22:09
by Crusader09
An Anti-material rifle isn't exactly mounted as they are mostly meant to be sniper rifles capable of shooting a target through varying thicknesses of concrete and steel. The M82A1 is an anti-material rifle for example and it's a kit so I don't see the need for a stationary one unless everyone wants to be a sitting duck.

Field Hospitals are a must in my opinion. I don't think tank trenches are needed as a smart tank driver can use the surrounding terrain, provided he isn't out in the open, to his advantage.

Other than that it all looks promising.

Posted: 2007-07-18 22:17
by Longbow*
Let me explain my idea with anti-material sniper rifle placement . We all know that 90% of snipers are vanilla tards who doesn't follow orders given by their CO\SL\Squadmembers\whaterver . Placing anti-material one-shot-kill sniper rifle on the strategic spot will make it more usefull then giving a kit with the same rifle in hands of noob who will insta die with it or will hide in the bushes for entire round making 2 kills while his teammates suffer from enemy sniper fire .
With bipoded sniper rifle placement you may have it where needed , not where these useless pricks think is '1337eter' to hide . Key idea is to force sniper whores ( who will actually use It mostly ) to work for their team , where it is needed . Control them , if you want...

Posted: 2007-07-18 23:42
by [KTA]Deadeye54
i have a suggestion for the possible field hospital...

what if in order to get heal you must enter a bed using the "e" key thus immobilizing the person being healed, and making it impossible to fight while being healed. Also, possibly limiting to a certain number of beds to limit the amount of people who can be healed at the same time. The presence of a medic class player in another "seat" would be required for any healing, or could boost the speed at which players are healed.

Implementing such things i think could help eliminate any abuse of such structures.

all of the other ideas sound good as well, i would love to see a 40 mm nade launcher in action.

Posted: 2007-07-19 02:43
by eggman
I'd like to see deployable Brothels with player controlled non combatant hookers.

Posted: 2007-07-19 02:50
by IronTaxi
bahahaha....

Posted: 2007-07-19 02:54
by Eddie Baker
'[R-DEV wrote:eggman']I'd like to see deployable Brothels with player controlled non combatant hookers.
I thought we weren't doing maps of Washington DC buildings?

Posted: 2007-07-19 02:59
by Greenie Beanie
helipad and trenches would be v nice, aswell as mountable weapons.

It would also be nice if there was some cammo netting on bunkers/emplacements

Posted: 2007-07-19 03:44
by KingofCamelot
'[R-DEV wrote:Eddie Baker']I thought we weren't doing maps of Washington DC buildings?
Non-combatant AND non-partisan. :razz:

Posted: 2007-07-19 04:04
by Expendable Grunt
I like the TOW idea.

Posted: 2007-07-19 10:28
by Longbow*
'[R-DEV wrote:eggman']I'd like to see deployable Brothels with player controlled non combatant hookers.
So I guess none of my ideas fits the current plan ? Sad :-(

Posted: 2007-07-19 12:34
by AfterDune
I like the tank trenches, or better yet, those "omaha" crosses (there is a name, but can't remember.. at least you know what I mean :p ).

Posted: 2007-07-19 16:59
by AnRK
Tank traps? Think that's what your getting at, not sure of whether they're actually very useful anymore since modern day tanks, I'd assume, can destroy them fairly easily. Could well be wrong though.

Like the helipads idea though, will be very useful on larger maps, would have to be something fairly simplistic as to not turn the whole idea too C&C orientated.

As for the HMGs you'd be able to change their direction by placing them on sandbags and roating them wouldn't you?

I'd like to see some system where the command vehicle had to go back to main base to resupply ammo and repair points or maybe get them from a supply drop. Seems a bit far fetched to have unlimited resources available from it. Then you could also have it so supply jeeps had to do the same thing and could maybe use them to resupply out of base AAs and ammo dumps and stuff instead of having them on unlimited ammo, would make driving the thing a little more rewarding (especially if you put manual transmission on them ;) ).

Posted: 2007-07-19 17:09
by Deer
Would be fun to build bigger outpost/HQ, like in company of heroes :) Tho wouldnt have big effect on the gameplay.