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UAVs
Posted: 2008-12-21 02:03
by Thermis
Ok I searched and read through the threads on this already. I don't think this has been suggested before. But feel free to lock this if I missed something.
The idea. You could simulate UAVs in 2 ways without having to actually have a flying thing. The commander could call it in just like he would anything else. And it would give up the location of an enemy forward outpost or a cache. You could also have it fire a hellfire, call it in just like a JDAM but less powerful called in by a SL approved by the commander.
Re: UAVs
Posted: 2008-12-21 02:18
by Tartantyco
-WTH and WTF?
Re: UAVs
Posted: 2008-12-21 02:32
by CodeRedFox
Maps aren't lager enough for the need. Personally I think its a waste of time and code. If maps where 8km or larger I would see the need. But at that size you would have aircraft.
Bottom line is we need more ground pounders then airborn.
Re: UAVs
Posted: 2008-12-21 04:11
by Thermis
Well you could use this only on Insurgent maps. So when you call on the UAV it revels a cache. It would just be a quick way of getting Intel on a cache location. Give it a long cool down. Would that really be that hard to code?
Re: UAVs
Posted: 2008-12-21 04:49
by bloodthirsty_viking
personlally, i think it should be a manned arial recon, like in fh2, where the second person can report targets, or have a live vidio streem from the aircraft into the command post, so the commander can see the battle, and can help stratigise. but, i dont no if my idea is possible....
with your idea, i think the uav should be used, but have it in a diffrent way, have it high up, low health, ie, 1 pistol bullet or so, and have it so its timming is determend on the location of th enearest airfeald, so on bigger maps it would take longer to reach the required destination then small maps... but it should not show anyone in cover, like inside a building... but i sstill dont know if its possible,to bad pr can not just make there own engian and all, make a free game to all th ecurrent members, and mabey free for everyone
ya, i went off topic, so yes, i think uav's should be used... to an extent.
Re: UAVs
Posted: 2008-12-21 04:56
by CodeRedFox
Thermis wrote:So when you call on the UAV it revels a cache.
I doubt we will re-introduce magic targets.

Re: UAVs
Posted: 2008-12-21 07:41
by RedAlertSF
It would be nice, it could reveal exact location of one cache but...I also like how it is now. I think DEVs need to focus on more important things than this.
Re: UAVs
Posted: 2008-12-21 08:02
by Eddiereyes909
Guys I believe Thermis means something more or less like an "intel boost", so when your flat out of intel points you get something that can help you out. This should be very, very limited and should also take a long time to "reload".
Re: UAVs
Posted: 2008-12-21 13:05
by Zimmer
Thermis wrote:Well you could use this only on Insurgent maps. So when you call on the UAV it revels a cache. It would just be a quick way of getting Intel on a cache location. Give it a long cool down. Would that really be that hard to code?
So you mean it should be even easier for the coalition forces then it already is? Balance man balance

Re: UAVs
Posted: 2008-12-21 13:54
by Waaah_Wah
Zimmer wrote:So you mean it should be even easier for the coalition forces then it already is? Balance man balance
But these things are used IRL. Realism man realism

Re: UAVs
Posted: 2008-12-21 14:10
by gazzthompson
Waaah_Wah wrote:But these things are used IRL. Realism man realism
not in the way hes asking though

Re: UAVs
Posted: 2008-12-21 14:11
by DankE_SPB
and how the UAV can find a cache, which situated in cave or building i.e.??? or you need
[R-DEV]CodeRedFox wrote: magic targets
Re: UAVs
Posted: 2008-12-21 17:20
by Thermis
I've played on many an insurgent map where the allied force find cache purely by accident from roving around the city and searching through every single building. I think it should simulate more or less UAV support not just one UAV fly over. If had UAVs watching a area where there is know enemy activity you could gain enough intelligence to get a rough cache location. The Allied force would still have to find where it is within the 100m of the marker. And how bout instead of just saying this won't work because .... say something constructive like this would be a problem but you could do this to fix it. Maybe if we do that ie constructive criticism then there's a very slim chance the Dev might put it in.
Re: UAVs
Posted: 2008-12-21 17:58
by Anderson29
well ill throw my 2cents in. i would be in favor of uav if it let the commander access the satellite feed in the command post limited to the area that the uav is in...for example a 400m radius or something like that. that imo would simulate the video feed that a commander would receive from a uav.
i would not be in favor of automatic Intel points....that's not realistic. so if the uav can be implemented realistically go for it, if not...forget it.
but as usual, the devs know what they're doing.
i dont even know if the above could work...it just seems the easiest, to me.
Re: UAVs
Posted: 2008-12-21 18:03
by gazzthompson
Thermis wrote:I've played on many an insurgent map where the allied force find cache purely by accident from roving around the city and searching through every single building.
isnt that like the hole point ?
Re: UAVs
Posted: 2008-12-22 00:56
by Renan
The UAVs has to be as controlled airplanes and for players as the huntings, and can have a copilot seat where if the camera has access, to the radar of ground and the possible armory, you can use the “predator” and also, the UAV, can indicate targets and marks them with laser, it can load one hellfire, they would have that if to point out in a small field of flight and possessing low a speed would be easy to pilot.
You can include to camcopter that daqui to the some years will be produced.
I wait that they like.
Re: UAVs
Posted: 2008-12-22 01:17
by Rudd
I don't see why the command post can't just 'fire' UAVs which the commander controls like the vBF2 TOW
Re: UAVs
Posted: 2008-12-22 01:20
by gazzthompson
Dr2B Rudd wrote:I don't see why the command post can't just 'fire' UAVs which the commander controls like the vBF2 TOW
ya but uber slow and longer "life"
Re: UAVs
Posted: 2008-12-22 01:22
by SuperTimo
meh, i dont think UAfails got very well in PR, and tbh i dont see the point even if they do.
Re: UAVs
Posted: 2008-12-22 01:23
by Rudd
^ yeah

could use that recoil propulsion method to give it fuel so the commander would have to bring it back to reload at the CP? if destroyed it takes x mins to reload in the CP? something like that.
gotta make it uber fragile with no AOE so that it won't be used as a cruise missile.