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Posted: 2008-06-02 08:54
by bad_nade
Here comes yet another. Please be gentle
I was thinking if we could expand the concept of building bunkers and firebases from two suppy crates to some smaller assets? The idea is that they would be modular and need to be constructed from 2 or 3 small supply boxes, which in turn are carried by individual soldiers (IRL many heavy weapons takes like 3 persons to carry).
So it would take 2 to 3 men in same squad to spawn with, or request, the same kit, throw their supply boxes to ground near each other and SL to initiate build order. Squad would then use their shovels or wrenches to complete the build, before they could use the asset. And when they would like to move to some other location, they would dismantle the asset, pick up the supply boxes and carry on.
Re: Squad-level modular assets (mainly weapos, thoug)
Posted: 2008-06-02 08:58
by BroCop
Cant be done. At least the MGs and nade launchers (IIRC they are bugged out) but the mortar would be doable (i guess)
Re: Squad-level modular assets (mainly weapos, thoug)
Posted: 2008-06-02 10:20
by LtSoucy
Mortar is WIP still. Was in 0.6 BETA and failed. If it was a asset like a build order it could be done. I'm saying no just due to the amount of spam of the asset.
Re: Squad-level modular assets (mainly weapos, thoug)
Posted: 2008-06-02 10:58
by bad_nade
Edited the original post to emphasis more the idea itself than its possible usage.
Re: Squad-level modular assets (mainly weapos, thoug)
Posted: 2008-06-02 13:22
by Drav
Hey dev. From what I've messed around with, its easy to deploy a weapon, but impossible to pick it up again. You might be able to perform some clever trick with this, but I havent managed it yet. I've also not been able to attach another weapon to a deployed tripod at all. This is a massive shame, as modular weapons would be great.
Re: Squad-level modular assets (mainly weapos, thoug)
Posted: 2008-06-02 14:03
by Mongolian_dude
I think perhaps a more simple and effective method would be an MGer kit.
The kit would include a knife, a pistol and an MG, which cannot be fired, but only deployed into an MG inplacement.
The player would simply place an MG that would fix itself to the ground.
It could be picked up by pressing G, like a grapling hook.
A slight delay of about 4 seconds until shoot-time would stop the kit from being spammy and simulate readying the weapon.
Perhaps with some development with your idea of the inf based supply box, the rifleman's ammo bag could be used to rearm it.
The MG would come with no ammo, but the rifleman's(ironsights) ammo bag would be used to rearm it, like a bunker rearming a vehicle.
This would simulate the need for an MG crew of at least two to opperate the weapon properly.
...mongol...
Re: Squad-level modular assets (mainly weapos, thoug)
Posted: 2008-06-02 16:45
by Darktrooper
[R-MOD]Mongolian_dude wrote:I think perhaps a more simple and effective method would be an MGer kit.
If i've understood your idea well, the machinegun is then considered as ammunition... And as a consequence it'll be possible to reload it, and in theory you'll be able to deploy an unlimited number of machineguns next to amo sources...

??:
So having a deployable MG as a weapon isn't such a good idea (except if it's only usable by the player carrying it, but there's already a thread about these heavy-automatic-riflemen and we're talking about deployable here...)
The only solution that comes to my mind is devnull's one, meaning using a system similar to how building bunkers work...
You'll also have to find a way to limit the number of deployable, otherwise we may crash the server deploying 50 MGs on maps where the number of networkable object is already high...
Re: Squad-level modular assets (mainly weapos, thoug)
Posted: 2008-06-02 19:45
by Enderjmu
Deploy .50 Cal emplacement (limit 1 per rally point, the squad has to have it for their own rally, can't deploy for someone else) needs to be within 500 meters of squad's rally point.
Need 3 small ammo bags. once built, comes with 1 box of ammo.
sandbags with a gun on it? how about that?
Re: Squad-level modular assets (mainly weapos, thoug)
Posted: 2008-06-02 20:09
by Harrod200
[R-MOD]Mongolian_dude wrote:I think perhaps a more simple and effective method would be an MGer kit.
The kit would include a knife, a pistol and an MG, which cannot be fired, but only deployed into an MG inplacement.
The player would simply place an MG that would fix itself to the ground.
It could be picked up by pressing G, like a grapling hook.
A slight delay of about 4 seconds until shoot-time would stop the kit from being spammy and simulate readying the weapon.
Perhaps with some development with your idea of the inf based supply box, the rifleman's ammo bag could be used to rearm it.
The MG would come with no ammo, but the rifleman's(ironsights) ammo bag would be used to rearm it, like a bunker rearming a vehicle.
This would simulate the need for an MG crew of at least two to opperate the weapon properly.
...mongol...
Melikey. Maybe something similar for AT? Maybe something slightly like a stationary HAT (not as powerful as TOW) to be deployed within 50m of a bunker? 2-3 reloads, only way to reload those is by packing it up and redeploying near a bunker/FB/crate?
Re: Squad-level modular assets (mainly weapos, thoug)
Posted: 2008-06-02 20:45
by M.0.D
Darktrooper wrote:If i've understood your idea well, the machinegun is then considered as ammunition... And as a consequence it'll be possible to reload it, and in theory you'll be able to deploy an unlimited number of machineguns next to amo sources...

??:
well that should not be the problem, the devs could limit the kinds of ammunition a ammo-pack gives, so i think they can make it that nothing can reload this MG