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Commander Deployable Assets

Posted: 2007-10-14 19:38
by Onil
I searched the forum and couldn't find any suggestion similar to this one. Don't even know if it is possible.

So far, a commander has certain rules about where he can place his assets so that already limits his possibilities. One other problem is how the deployable assets work: They will appear at a certain distance of where he is standing and in the direction where he is pointing. This makes it a bit difficult to deploy those assets on the right spot.

My suggestion was that once you select the building/asset you want to deploy it would appear in transparent color in front of the commander and moved with the mouse around the commanders position (vision) and with directional keys (movement - commander position) so that the commander can choose the right spot for it. Left mouse button will deploy the asset where it currently is and right mouse button will abort the asset deployment. I think that it ain't that difficult to do since it is like the weapons/equipment work.

what you guys think? feedback please ;)

Dev's opinion would be very helpful! :)

Posted: 2007-10-14 20:14
by Onil
Commander Deployable Assets System ! sorry for the typo...

damn thread subject edit ain't working :(

Posted: 2007-10-14 22:12
by Teek
sounds like Quake wars system.

I guess a limited version of some tools from Sandbox might work, but trying to make that exploit proof would be very challenging.



A hint or trick and general disclaimer for everyone thinking of creating suggestions:
Most thread in Suggestions often are silly, unpossible or waste of time. the first on is rare. most fall under the latter 2.

to give you an example of how hard the BF2 engine is to mod is the SLAM, a simple looking 15 second explosive.
to code:
the Slam is C4 that has 15 Health bars, and bleeds 1 health bar every second, when it expires, it explodes with the force of half a c4.
once you get a feel on whats possible and whats not (indicated by Hardcoded) then you can be on your way to true suggestions.

Posted: 2007-10-14 22:31
by ArmedDrunk&Angry
to give you an example of how hard the BF2 engine is top mod is the SLAM, a simple looking 15 second explosive. but its not possible to say, SLAM model explodes after 15 seconds oh no, it more like:
the Slam has 15hp, it cannot take out side damage, it bleeds 1hp per second, it has a large explosion when it dies
I have no idea what you are talking about.

The idea of having a ghost shape was mentioned and I don't know how far they got with implementing it.
There was also a suggestion for being able to "delete" a structure you just dropped if it is in a bad postion, such as razorwire suspended in the air which happens to me all the time.

There needs to be some adjustments so that assets are able to be placed in a more exact manner.

Posted: 2007-10-14 23:09
by DarkTalon

Posted: 2007-10-15 01:06
by Onil
Darktalon sorry to steal your thunder but i did the search for posts with the words "commander assets" and "deployable assets" and your post didn't appeared.

Posted: 2007-10-15 10:12
by Harrod200
The search is a bit dodgy at times with choosing what to and what not to show...

Might be an idea if the 'previously suggested' thread was updated a bit more often.

Posted: 2007-10-15 18:28
by Expendable Grunt
Lurk moar.

Hopefully we do get this at some time though. I really dislike it when a commander builds a bunker facing the wrong way, or some useless direction.

Posted: 2007-10-15 18:51
by ArmedDrunk&Angry
Useless direction ?
Unless the bunker is built in a hot area, which it shouldn't be, then the direction of the bunker makes no difference as the bunker doesn't fire anything.

Posted: 2007-10-15 23:16
by Bob_Marley
Sorry, this has been suggested before so please make use of that thread to discuss this idea further.

As this is a resuggestion I'm locking the thread and I ask that you be more thorough in your search next time, thank you. :-)