Suggestions and links
Posted: 2007-11-02 07:55
I am still fairly new to PR, and while trying to search for some suggestions I have to see what has and hasn't already been suggested, I'm seeing several in the same genre are listed on the Already Suggested topic. I'm having trouble finding those previous posts though, to see if my suggestions are the same. Most of those listed do not have a folowup link associated with it, and many of the search results are listing hundreds of topics that barely fit my question.
I would like to list some of my ideas here, some are probably already suggested before. If anyone can reply with links to the best-suited previous topic I would greatly appreciate it. I will list my base summary of that idea, so that others may help by posting a link to the closest-related topic. I'm not lazy, but I have spent that past 3 hours straight looking up this stuff and have only found a couple similar ideas out of thousands of topics. My eyes and brain hurt from much of the garbage I read that was in no way related, yet somehow turned up in the search results.
1) Artillery - Seeing the limited number of players for all maps, regular artillery would probably not be advisable. If artillery were to be implemented, I think the best method would be a single squad of crewmen who operate no more than 3 spawnable and destroyable assets, such as an M109 SP Howitzer. Any artillery should be manually operated, and based on current map sizes I think mortars would be better suited. I am under the impression from so many other posts that mortars are already being worked on, can anyone give me some feedback on how that's going and how they plan to implement it? As a formar FA soldier, I'm interested in this aspect.
2) IFV/BFV's - I would like to know that status of creating an M2 or M3 Bradley for use on some maps in place of or in addition to some of the current APC's. There are a few maps where the use of armor is heavy, yet there is few anti-armor support available. Having a limited number of Bradleys (and their OpFor counterparts) on hand would improve the battles in my opinion. They would also be useful in other maps where armor is not desired yet in IFV is recommended. M3's would be oustanding for their real role as an armored scout vehicle on the larger maps with joint support.
3) Destructable cities - I am loving the maps that feature destructable buildings, but still have little knowledge on what affect those buildings cause on lag or map performance. Would it be possible to create a whole city using similar buildings, or would it cause substantial lag? And are the modellers working on other designs of destructable buildings/objects for future maps? The buildings in use now are few and limited, it would be nice to see more floorplans in the future.
4) No-fly zones - Is it possible to place a no-fly zone on a map, that will allow normal vehicles and ground troops to remain inside it yet force aircraft to remain out? There are a few map ideas that I have which would require such zones, but I will not bring those suggestions up on the forums if this option is not possible due to coding or engine limitations.
5) Claymores - Are there any plans in the future to add realistic claymores to the game? I'm talking about REAL claymores, clacker-fired and directional. Issued to a specialized kit and in limited supply, such as a demolitionist-based kit. Also, is the coding possible to create directed projectiles? A technique used in a different game created bullet projectiles at the explosion base via scripting. Again, I'm not a coder so I'm not familiar with the engine here.
6) White Phosphorus/Incendiary rounds - Are there any plans to add this type of round to FFAR tubes placed on Littlebirds, or give WP/I grenades to troops? The WP rounds on LB's can also be used for target marking. I think a good idea is to give a LB or other scout helo some smoke FFAR's to mark units, and serve their scouting roles more accurately than just using the Q-spot. This would add realism to the game in many aspects.
7) What is the current purpose of the Merlin's ramp being lowered? Does it serve a function at present, or is it awaiting integration of a future feature?
8 ) Does the present game code allow for base model changes mid-game? Not animations, but actual model changes. For exmaple, if a vehicle's hitpoints fall below 50%, can it be coded to allow the model to change to another model, such as a semi-damaged version? If this is possible, I have some ideas that relate to a similar technique from a different military sim which would make possible some methods that are currently thought imspossible in PR.
Again, if a topic exists with the above suggestions, I am not looking for a flame post or someone stating "it's already been mentioned, dude". I would like someone with experience in this forum to link me the actual topic which relates to the above so that I may continue posting in the correct topic. If such a topic does not exist yet, then please feel free to comment on it here. Thanks.
I would like to list some of my ideas here, some are probably already suggested before. If anyone can reply with links to the best-suited previous topic I would greatly appreciate it. I will list my base summary of that idea, so that others may help by posting a link to the closest-related topic. I'm not lazy, but I have spent that past 3 hours straight looking up this stuff and have only found a couple similar ideas out of thousands of topics. My eyes and brain hurt from much of the garbage I read that was in no way related, yet somehow turned up in the search results.
1) Artillery - Seeing the limited number of players for all maps, regular artillery would probably not be advisable. If artillery were to be implemented, I think the best method would be a single squad of crewmen who operate no more than 3 spawnable and destroyable assets, such as an M109 SP Howitzer. Any artillery should be manually operated, and based on current map sizes I think mortars would be better suited. I am under the impression from so many other posts that mortars are already being worked on, can anyone give me some feedback on how that's going and how they plan to implement it? As a formar FA soldier, I'm interested in this aspect.
2) IFV/BFV's - I would like to know that status of creating an M2 or M3 Bradley for use on some maps in place of or in addition to some of the current APC's. There are a few maps where the use of armor is heavy, yet there is few anti-armor support available. Having a limited number of Bradleys (and their OpFor counterparts) on hand would improve the battles in my opinion. They would also be useful in other maps where armor is not desired yet in IFV is recommended. M3's would be oustanding for their real role as an armored scout vehicle on the larger maps with joint support.
3) Destructable cities - I am loving the maps that feature destructable buildings, but still have little knowledge on what affect those buildings cause on lag or map performance. Would it be possible to create a whole city using similar buildings, or would it cause substantial lag? And are the modellers working on other designs of destructable buildings/objects for future maps? The buildings in use now are few and limited, it would be nice to see more floorplans in the future.
4) No-fly zones - Is it possible to place a no-fly zone on a map, that will allow normal vehicles and ground troops to remain inside it yet force aircraft to remain out? There are a few map ideas that I have which would require such zones, but I will not bring those suggestions up on the forums if this option is not possible due to coding or engine limitations.
5) Claymores - Are there any plans in the future to add realistic claymores to the game? I'm talking about REAL claymores, clacker-fired and directional. Issued to a specialized kit and in limited supply, such as a demolitionist-based kit. Also, is the coding possible to create directed projectiles? A technique used in a different game created bullet projectiles at the explosion base via scripting. Again, I'm not a coder so I'm not familiar with the engine here.
6) White Phosphorus/Incendiary rounds - Are there any plans to add this type of round to FFAR tubes placed on Littlebirds, or give WP/I grenades to troops? The WP rounds on LB's can also be used for target marking. I think a good idea is to give a LB or other scout helo some smoke FFAR's to mark units, and serve their scouting roles more accurately than just using the Q-spot. This would add realism to the game in many aspects.
7) What is the current purpose of the Merlin's ramp being lowered? Does it serve a function at present, or is it awaiting integration of a future feature?
8 ) Does the present game code allow for base model changes mid-game? Not animations, but actual model changes. For exmaple, if a vehicle's hitpoints fall below 50%, can it be coded to allow the model to change to another model, such as a semi-damaged version? If this is possible, I have some ideas that relate to a similar technique from a different military sim which would make possible some methods that are currently thought imspossible in PR.
Again, if a topic exists with the above suggestions, I am not looking for a flame post or someone stating "it's already been mentioned, dude". I would like someone with experience in this forum to link me the actual topic which relates to the above so that I may continue posting in the correct topic. If such a topic does not exist yet, then please feel free to comment on it here. Thanks.