Attack Helo suggestions
Posted: 2008-02-04 14:38
I've been thining of ways to improve the current system and after reading https://www.realitymod.com/forum/f18-pr ... post600327
I've finally decided to share my thoughts.
Firstly, I have to say I absolutely love the new Hellfire system and would like to thank whoever put this together.
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Although I would like the attack helicopter to be fully represented in the mod as the deadly killing machine it is. I understand most people would whine about it being unbalanced. My opinion is - in real life it is also, deal with it. However, once again most people don't think like this so I have tailored my suggestions slightly.
I will be using the Apache Longbow as example.
1. Gunner view.
The AH-64 Apache has 3 optical modes.
# Day TV. Views images during day and low light levels, black and white.
# TADS FLIR. Views thermal images, real world and magnified, during day, night and adverse weather.
# DVO. Views real world, full color, and magnified images during daylight and dusk conditions.
Right now, the "FLIR" seems to be the "Day TV" mode. Since FLIR or any other type of IR imaging is not possible in the BF2 engine I think a good copromise would be to add in "DVO" and "Day TV" or if 2 optic modes are not possible then just "DVO". Right now the view is terrible and impossible to spot anything.
2. Target Aquisition.
Right now, finding a team organized enough or with a commander with enough time to be the link-man between ground troops and all aircraft while at the same time commanding the battle is pretty much never.
I know you wanted to promote teamwork but it really seems as though this is not really possible. The Longbows radome can initiate a radio scan and classify more than 128 targets, find the 16 most deadly, transmit the information to all nearby Longbows and launch a surgical attack in under 30 seconds.
Right now, I am left flying about like a wounded seagull trying to fly low enough to the ground to actually scour the ground for targets. Flying high the "FLIR" on the gunners position is such a hindrance that it prevents him from being able to see a huge tank rolling along because it's just another dark speck on his screen.
However, because of the map size the relative cruising speed of the Apache seems to be slow enough for tanks to take me right out of the sky on sight 80% of the time if I am heading directly away or towards him and when I'm moving perpendicular to him 10% of the time with a well placed shot. If the Apache cruised at 170mph like in real life then I don't think the cocky tanks would have so much of a chance.
Basically, what I suggest is a new way for helicopters to find targets. I have two ideas which could both work.
1. Radar Scan.
This would simulate the attack helicopters ability to use radar to aquire targets.
There are several ways this could be achieved.
The 5th position could be used to initiate a radar scan. Operated much like a weapon. It would have a recharge and unlimited ammo.
When the scan is started the helicopter would act much like a UAV scan in vanilla. This would simulate the targets being shared with any allies in the area. The recharge could be a minute or two for balance.
Another way this could be done is simply create an enemy armour/vehicle symbol on the mini-map showing the position of all enemy vehicles when activated.
This could also be completely passive.
2. On-screen threat designation.
It is possible to create a 5th position for the gunner. (2 being cannon, 3 being laser-guided etc.) This new position, when activated by the gunner would create a symbol over any manned enemy vehicle on the screen. It would also have a small tag above, including range, threat rating etc.
The gunner could then co-ordinate this to the pilot and plan an attack. Conversely this could show up on the pilots screen too.
Once again, this could also be completely passive.
I believe by shuffling these ideas around and choosing between, it is possible to greatly increase the effectiveness and feel of authenticity, of the otherwise bland choppers of the 0.71 release.
Thoughts, comments or responses from Devs..
I've finally decided to share my thoughts.
Firstly, I have to say I absolutely love the new Hellfire system and would like to thank whoever put this together.
----
Although I would like the attack helicopter to be fully represented in the mod as the deadly killing machine it is. I understand most people would whine about it being unbalanced. My opinion is - in real life it is also, deal with it. However, once again most people don't think like this so I have tailored my suggestions slightly.
I will be using the Apache Longbow as example.
1. Gunner view.
The AH-64 Apache has 3 optical modes.
# Day TV. Views images during day and low light levels, black and white.
# TADS FLIR. Views thermal images, real world and magnified, during day, night and adverse weather.
# DVO. Views real world, full color, and magnified images during daylight and dusk conditions.
Right now, the "FLIR" seems to be the "Day TV" mode. Since FLIR or any other type of IR imaging is not possible in the BF2 engine I think a good copromise would be to add in "DVO" and "Day TV" or if 2 optic modes are not possible then just "DVO". Right now the view is terrible and impossible to spot anything.
2. Target Aquisition.
Right now, finding a team organized enough or with a commander with enough time to be the link-man between ground troops and all aircraft while at the same time commanding the battle is pretty much never.
I know you wanted to promote teamwork but it really seems as though this is not really possible. The Longbows radome can initiate a radio scan and classify more than 128 targets, find the 16 most deadly, transmit the information to all nearby Longbows and launch a surgical attack in under 30 seconds.
Right now, I am left flying about like a wounded seagull trying to fly low enough to the ground to actually scour the ground for targets. Flying high the "FLIR" on the gunners position is such a hindrance that it prevents him from being able to see a huge tank rolling along because it's just another dark speck on his screen.
However, because of the map size the relative cruising speed of the Apache seems to be slow enough for tanks to take me right out of the sky on sight 80% of the time if I am heading directly away or towards him and when I'm moving perpendicular to him 10% of the time with a well placed shot. If the Apache cruised at 170mph like in real life then I don't think the cocky tanks would have so much of a chance.
Basically, what I suggest is a new way for helicopters to find targets. I have two ideas which could both work.
1. Radar Scan.
This would simulate the attack helicopters ability to use radar to aquire targets.
There are several ways this could be achieved.
The 5th position could be used to initiate a radar scan. Operated much like a weapon. It would have a recharge and unlimited ammo.
When the scan is started the helicopter would act much like a UAV scan in vanilla. This would simulate the targets being shared with any allies in the area. The recharge could be a minute or two for balance.
Another way this could be done is simply create an enemy armour/vehicle symbol on the mini-map showing the position of all enemy vehicles when activated.
This could also be completely passive.
2. On-screen threat designation.
It is possible to create a 5th position for the gunner. (2 being cannon, 3 being laser-guided etc.) This new position, when activated by the gunner would create a symbol over any manned enemy vehicle on the screen. It would also have a small tag above, including range, threat rating etc.
The gunner could then co-ordinate this to the pilot and plan an attack. Conversely this could show up on the pilots screen too.
Once again, this could also be completely passive.
I believe by shuffling these ideas around and choosing between, it is possible to greatly increase the effectiveness and feel of authenticity, of the otherwise bland choppers of the 0.71 release.
Thoughts, comments or responses from Devs..
