Deployables & Helo Supply
Posted: 2007-09-23 23:14
These are somewhat small suggestions concerning the CO deployable assets.
1. To start, I think there needs to be an alternate means of removing enemy CO deployable assets than simply blowing them up. I think the shovel should not only be capable of building these assets, but sabotaging enemy CO deployable assets also. It should probably take some time, especially if only one person is trying to do the work.
On another note, I think the shovel should only be used to disassemble "sand" objects such as the bunker, firebase and sandbag wall. A knife can be used to disassemble razor wire (to simulate cutting it) and the engineers can use their wrenches against command posts and deployed anti-air.
2. Instead of a ticket penalty for building CO assets, I'd prefer a ticket penalty for losing CO assets. Might encourage teams to actually destroy enemy bunkers and firebases rather than spawncamp them. It would also emphasize protection and survival of these assets for the team that built them.
3. On the bunkers and firebases, it might be nice to see some form of camo netting or something added to them so that they blend in with the environment slightly better. Might actually make it possible to better hide these statics if done so.
4. Someone suggested that the SL deploy sandbag walls. I think that's a good idea, leave the big stuff for the CO to deploy and let SLs deploy things like sandbag walls and razor wire. The same rules would apply in that the SL would need to have a bunker or firebase nearby. Might encourage more coordination between the squads and commander.
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In addition to the suggested changes to the current system, here are some ideas for new deployables (some of which I believe were thought of before).
Watchtowers (Similar to the ones on Bi Ming) - Deployable by the CO. Built with shovels, must be near firebase or bunker.
Hedgehogs and/or Tank Traps - Deployable by the SLs, no building required. Must be near firebase or bunker.
Static TOW Launchers - Deployable by the Commander, built/fixed with wrenches, must be near firebase or bunker.
Deployable .50 cal/12.7mm Machine Gun (On tripods) - Deployable by SLs, built/fixed with wrenches, must be near a firebase or bunker.
Deployable Ammo Cache - Deployable by SLs, no building required, only needs to be near a Bunker, Firebase, APC, Jeep or Supply Crate. It also gives limited ammunition.
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Another idea I have which has nothing to do with CO deployables would be the ability for transport choppers such as the Blackhawk, Merlin and Mi-17 to drop supply crates. Basically the pilot clicks the fire button and a supply crate spawns underneath and drops. Pretty simple right?
To keep it from being abused or defeating the purpose of CO supply drops, the transport chopper's supply crate does not allow kit requesting. All it does is resupply ammunition. You might want to give the transport chopper's supply crate a different skin so player's can tell the difference between the CO's supply drop and the transport helicopter's. It could take a while for the transport chopper to reload the supply box at the main base.
Also, the transport chopper's supply crate doesn't have a parachute, so the pilot has to fly somewhat low when dropping the crate, or else it will simply break upon impact if dropped from a high altitude.
This might give transport pilots something else to do rather than taxi squads around the battlefield. Now they can make deliveries to players in need of ammunition.
1. To start, I think there needs to be an alternate means of removing enemy CO deployable assets than simply blowing them up. I think the shovel should not only be capable of building these assets, but sabotaging enemy CO deployable assets also. It should probably take some time, especially if only one person is trying to do the work.
On another note, I think the shovel should only be used to disassemble "sand" objects such as the bunker, firebase and sandbag wall. A knife can be used to disassemble razor wire (to simulate cutting it) and the engineers can use their wrenches against command posts and deployed anti-air.
2. Instead of a ticket penalty for building CO assets, I'd prefer a ticket penalty for losing CO assets. Might encourage teams to actually destroy enemy bunkers and firebases rather than spawncamp them. It would also emphasize protection and survival of these assets for the team that built them.
3. On the bunkers and firebases, it might be nice to see some form of camo netting or something added to them so that they blend in with the environment slightly better. Might actually make it possible to better hide these statics if done so.
4. Someone suggested that the SL deploy sandbag walls. I think that's a good idea, leave the big stuff for the CO to deploy and let SLs deploy things like sandbag walls and razor wire. The same rules would apply in that the SL would need to have a bunker or firebase nearby. Might encourage more coordination between the squads and commander.
_____
In addition to the suggested changes to the current system, here are some ideas for new deployables (some of which I believe were thought of before).
Watchtowers (Similar to the ones on Bi Ming) - Deployable by the CO. Built with shovels, must be near firebase or bunker.
Hedgehogs and/or Tank Traps - Deployable by the SLs, no building required. Must be near firebase or bunker.
Static TOW Launchers - Deployable by the Commander, built/fixed with wrenches, must be near firebase or bunker.
Deployable .50 cal/12.7mm Machine Gun (On tripods) - Deployable by SLs, built/fixed with wrenches, must be near a firebase or bunker.
Deployable Ammo Cache - Deployable by SLs, no building required, only needs to be near a Bunker, Firebase, APC, Jeep or Supply Crate. It also gives limited ammunition.
_____
Another idea I have which has nothing to do with CO deployables would be the ability for transport choppers such as the Blackhawk, Merlin and Mi-17 to drop supply crates. Basically the pilot clicks the fire button and a supply crate spawns underneath and drops. Pretty simple right?
To keep it from being abused or defeating the purpose of CO supply drops, the transport chopper's supply crate does not allow kit requesting. All it does is resupply ammunition. You might want to give the transport chopper's supply crate a different skin so player's can tell the difference between the CO's supply drop and the transport helicopter's. It could take a while for the transport chopper to reload the supply box at the main base.
Also, the transport chopper's supply crate doesn't have a parachute, so the pilot has to fly somewhat low when dropping the crate, or else it will simply break upon impact if dropped from a high altitude.
This might give transport pilots something else to do rather than taxi squads around the battlefield. Now they can make deliveries to players in need of ammunition.