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Map Navigation - GPS Jamming & FTL Kit

Posted: 2007-08-24 06:18
by [T]Terranova7
Here are three seperate, somewhat small ideas I have tonight. Had to post them now else I might forget about them when I wake up. Here we go...

Map Navigation

So right now when you look at the map during the game, it doesn't really provide alot of information. At best, it tells where the CPs are and which to defend and attack. Then you have the extremely simplistic grid system, which is only best used when telling people you've seen enemy movement in F5 or something. On some of the larger maps... that sort of information can be somewhat vague.

* To start, what I suggest is expanding on the grid system by adding 9 smaller lines on the X and Y axis of each grid square. What this allows us to do is further pinpoint enemy positions and objects (Such as Snipers, Tanks, Rally Points, Bunkers etc.). You could also potentially add small transparent numbers next to each line as well (though this shouldn't be entirely necessary if players know how to read a simple coordinate plane). Here's an example of what I'm talking about (ignore my bad painting skills).

Look at the grid square D3
http://img530.imageshack.us/img530/9648/maplinesmi5.jpg

So this way, instead of saying enemy rally point in D3, you can say something along the lines of D3-49. Technically, you can do this without having a visual reference of the smaller lines & numbers, but that sort of requires that you strain your eyes a bit, not to mention people may not know what you're talking about.

* But let's move on. Another thing I think alot of maps lack are names or titles for key locations, structures and landmarks. Alot of times you catch yourself telling everyone "Hey! Enemies moving along that hill" which doesn't help much when you're on a map like Mestia. Basically, you'd rather be able to say something like "Enemies moving along Hill 545" or something. It's perhaps better explained with a picture than anything.

http://img101.imageshack.us/img101/773/ ... locvq4.jpg

That's just a general idea of what could be done. Though I'm somewhat limited in my paint skills. What I'd like to see done is much more smaller text placed on single buildings and such. Like House 14 or something. To actually see these names you would need to zoom in on the map however (This is due in part that we want the text to be somewhat small). Though, bridges, roads, rivers and large regions should have names visible on the map from the standard view.

GPS Jamming

Bringing a little piece of electronic warfare to the battlefield. By jamming the enemy GPS signal (Assuming that's what the minimap represents), the players effected by it won't be capable of seeing friendly and revealed enemy players on the map. The minimap itself will be completely black.

I'm thinking the Officer Kit could have a jammer with only a few charges on it. When activated the range of the jam extends up to around 100 meters or more. The effect remains constant as long as the Officer keeps the device equiped. Or... another idea would be to have some sort of commander deployed device. The commander deploys some sort of jamming device, which could have longer range of maybe 150 meters to even 300 meters. The effect remains perpetual when enemy players enter the area effected.

Might create some interesting scenarios where squads are searching for whoever or whatever is jamming their minimap. Or when the respective squad with the jamming device on their side can set up an effective ambush without worrying about a random spot compromising their position.

Fireteam Leader's Kit

I'm just sorta throwing this idea in this post as I don't feel like creating two topics at the moment. The FTL kit came to me when I noticed squads trying to operate two fireteams. Sometimes it works, sometimes it doesn't. So I'm thinking perhaps something can be added to PR that can support this strategy.

The FTL kit can only be granted when 6 players are in the squad and it can only be requested from the SL's rally point. Obviously, only one FTL can be requested in a squad at any given time. The FTL kit has basically the same loadout as the Officer Kit does, with a few exclusions. The person with the FTL kit can set up a secondary rally point. Should through any odd circumstance two players in the same squad end up with an FTL kit (say an FTL from another squad died and someone picked up his/her kit) then only one FTL rally point can exist within a squad at any given time. The FTL's rally point doesn't do anything but allow players to spawn on it. Meaning they can't request kits from it (Well, except the FTL kit of course). Also, the person with the FTL kit needs at least 2 other squad members with him/her to set it up.

There may also be other strict limits, such as the FTL's rally dissapearing after a limited amount of time, or only allowing the squad members to spawn on it for a limited amount of times. Even potentially limiting the range it can placed away from the SL's Rally Point. I think limits may be needed as I only want to see the FTL's rally point being used as a short-term or secondary tactical asset during battles.

Not sure exactly how well that may work. What I'd hope to see is squads with an FTL (man... that acronym is getting repetitive) have better success with flanking tactics and so forth. Where as the SL sets up a rally point south of the flag, the FTL can set one up east of the flag. The players organize between the two and make various manuvers at attacking the enemy flag.

__________

In any case...

That's all folks!

Posted: 2007-08-24 12:43
by arjan
LoL,, like it but i dont think it would work with insurgents becouse i dont think they have GPS and jammer

Posted: 2007-08-24 13:07
by BeerHunter
But the more detailed maps would be nice..providing more descriptive points.and that shouldn't be hard to do.

Posted: 2007-08-24 13:27
by Aljen
I like your Detailed map idea most. It would be usefull for fast description of enemy position and movements (Contacts at South desert! Not like now: Contacts at ... ehm ...B7 to D7! *everyone switch to map screen*).

D3-49 is too confusing information i think and it would be harder for orientation. I believe that dividing squares to 4 smaller ones (combination of: upper, lower, right, left) would be enough on current maps.

FTL ... it think in 6 member squad and in 32 player team it is a bit too much. Taking place for a more usefull kit (There already are many places you can spawn so we do not need second RP for the same squad)

Posted: 2007-08-24 17:53
by BlackwaterEddie
These suggestions seem very good to me, but i would like to add one more suggestion.

I remember reading about a radio/mobile jammer device that is fitted into some military and contractors vehicles that blocks radio signals which includes mobile devices used to set off IEDs, could this not be an add on for the engineer or a crewman item to aid in the disposal of pesky C4 and IEDs?

Posted: 2007-08-24 19:39
by ReaperMAC
Terranova wrote:Here are three seperate, somewhat small ideas I have tonight. Had to post them now else I might forget about them when I wake up. Here we go...

Map Navigation

So right now when you look at the map during the game, it doesn't really provide alot of information. At best, it tells where the CPs are and which to defend and attack. Then you have the extremely simplistic grid system, which is only best used when telling people you've seen enemy movement in F5 or something. On some of the larger maps... that sort of information can be somewhat vague.

* To start, what I suggest is expanding on the grid system by adding 9 smaller lines on the X and Y axis of each grid square. What this allows us to do is further pinpoint enemy positions and objects (Such as Snipers, Tanks, Rally Points, Bunkers etc.). You could also potentially add small transparent numbers next to each line as well (though this shouldn't be entirely necessary if players know how to read a simple coordinate plane). Here's an example of what I'm talking about (ignore my bad painting skills).

Look at the grid square D3
http://img530.imageshack.us/img530/9648/maplinesmi5.jpg
Its a good idea and a good start, but 9 lines is a bit too complicated and may make the map just a little too much. I do however, like to expand on that by making the each grid into 9 seperate zones, whether or not this would be on the actual map.

Picture a number keypad on your keyboard and apply it to each grid like so:
Keypad Reference

For example, identifying where the car would be would be similar if not the same to this: "Enemy car spotted in Delta 5, Keypad 6."

It would be easier for all of the squad members to know what part of that grid the target/objective is located. Then they can proceed accordingly.

Other than that, your other suggestions are great. One question though, would the other squad members be able to spawn on the FTL like the squad leader? Having 2 Rally points and a Squad Leader spawn is a little too much if you know what I mean.

Posted: 2007-08-25 01:43
by [T]Terranova7
On the note of the map lines, I created the idea based on how maps are actually read (At least the way the USMC does it). Though the whole keypad idea does seem somewhat more conveinant.

As for the FTL spawn, considering that the devs seem to be leaning toward the removal of the APC spawn, and alot of respected members seem to want the SL spawn out, a secondary RP isn't really much. Especially if you consider the strict limits I've applied to it. Remember, they last only for a limited amount of time, the squad needs six members to request one, can only be placed a certain distance from the original RP, in fact the SL's RP is the only place you can request the kit, you can't request any kits from the FTL's RP, it doesn't give ammo, it does nothing but allow squad members to spawn on it. The FTL RP is more of a strategic, short-term option more than anything.

Posted: 2007-08-25 05:01
by pasfreak
YAY

Posted: 2007-08-25 14:46
by l|Bubba|l
ReaperMAC wrote:Its a good idea and a good start, but 9 lines is a bit too complicated and may make the map just a little too much. I do however, like to expand on that by making the each grid into 9 seperate zones, whether or not this would be on the actual map.

Picture a number keypad on your keyboard and apply it to each grid like so:
Keypad Reference

For example, identifying where the car would be would be similar if not the same to this: "Enemy car spotted in Delta 5, Keypad 6."

It would be easier for all of the squad members to know what part of that grid the target/objective is located. Then they can proceed accordingly.

Other than that, your other suggestions are great. One question though, would the other squad members be able to spawn on the FTL like the squad leader? Having 2 Rally points and a Squad Leader spawn is a little too much if you know what I mean.
Instead of "1 2 3 4 5 6" you could already say "SW SC SE CW C CE NW NC NE".
North East of Delta 5. NE-D5
Center of Charlie 4. C-C4
South Center of Foxtrot 1. SC-F1

Posted: 2007-08-25 15:11
by UncleRob199
I like the Idea of naming more parts of the map and jamming radars. As you say it would be exciting to have your radar jam and search for the guy that did it, knowing that hes within a certain range. Although I would much prefer it if certain kit(s) had chaff grenades to do this, instead of a device you switch on and off. Would the jammer jam your own map as well?

Posted: 2007-08-25 18:28
by ReaperMAC
l|Bubba|l wrote:Instead of "1 2 3 4 5 6" you could already say "SW SC SE CW C CE NW NC NE".
North East of Delta 5. NE-D5
Center of Charlie 4. C-C4
South Center of Foxtrot 1. SC-F1
Which is similar if not the same to my suggestion, your point? You can say whatever you want, the concept is still the same. ;)

Posted: 2007-08-25 18:49
by TF6049
Like the GPS idea. Why not give some sort of designator that tells you the exact position of something. Then, by pressing your fire/alt. fire keys, you can request arty and airstrikes. However, only marksman, sniper, and officer have these.

And to get an airstrike, you need to lase the target to a plane sees it. The target doesn't know if it's being lased or not. This laser beam appears as a box with an L above it in an aircraft so a pilot can guide in a bomb manually.

Posted: 2007-08-25 18:59
by TF6049
UncleRob199 wrote:I like the Idea of naming more parts of the map and jamming radars. As you say it would be exciting to have your radar jam and search for the guy that did it, knowing that hes within a certain range. Although I would much prefer it if certain kit(s) had chaff grenades to do this, instead of a device you switch on and off. Would the jammer jam your own map as well?
E-2Ds anyone? 1 pilot, 1 radar jammer, and 1 HARM operator (has 6 HARM missiles - these do 2x the damage of a bomb so they can take out Command Posts and AAA). However, they can't be fired without a lock and require a continuous lock until they hit their target (they go pretty fast and can be shot from 1.5km ingame).

The kits required

Pilot - Pilot (same as current pilot, but in future can only fly unless 1st seat has weapons)

HARM Op. - WSO (weapons & systemsnew kit idea - same as pilot, but cannot fly stuff and can operate weapons)

Radar Jammer - WSO

Posted: 2007-08-26 00:15
by Chuc
What I don't get is why people take the top left hand corner of the co-ordinate rather than the bottom left corner. I mean.. Area Refs and Grids follow bottom left references yeah?

Posted: 2007-08-26 12:57
by thomaskunze
ReaperMAC wrote:Its a good idea and a good start, but 9 lines is a bit too complicated and may make the map just a little too much. I do however, like to expand on that by making the each grid into 9 seperate zones, whether or not this would be on the actual map.
This is actually a nice idea. KISS - four sub coordinates are sufficient on most maps called "quadrants" for example, numbered just like a simple math coordinate plane:

4|1
---
3|2

BTW, why is the grid not displayed any longer if you zoom in the map? It would be a major improvement if this could be implemented IMO.

Posted: 2007-08-26 19:19
by system
I agree 100% with the map navigation part. They should be more detailed. I personally think you should be able to scroll over a square with your mouse and a little message pops up telling you where it is.