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Explosive Ordinance + Laser Painter

Posted: 2006-05-08 22:48
by Tracekill
Man two ideas in one day my brain is smoking. I came up with an idea for a new class and a new ability for this class if implemented. Explosive Ordinance or Explosive class would be in charge of demolitions and prevention of large scale troop movement or enemy armor movement. They would be equipped with the standard rifle, fragmentation grenades, mines, C4 plastic explosives, tripwires mines and the laser pointing device. The laser poining device, if held on a location for 30 seconds will signal an immediate airstrike from an automated (not user piloted) joint strike fighter. Of course there would be a necessary cooldown for the weapon so the entire map is not shrouded entirely in the fog of 1000 bombings but I figured it would be a cool idea.

Posted: 2006-05-08 23:00
by lemmingzappa
Tracekill wrote:Man two ideas in one day my brain is smoking. I came up with an idea for a new class and a new ability for this class if implemented. Explosive Ordinance or Explosive class would be in charge of demolitions and prevention of large scale troop movement or enemy armor movement. They would be equipped with the standard rifle, fragmentation grenades, mines, C4 plastic explosives, tripwires mines and the laser pointing device. The laser poining device, if held on a location for 30 seconds will signal an immediate airstrike from an automated (not user piloted) joint strike fighter. Of course there would be a necessary cooldown for the weapon so the entire map is not shrouded entirely in the fog of 1000 bombings but I figured it would be a cool idea.
I like the idea, but I dont know if this kind of equipment is used by standard, could be a very specialist thing im not sure. Secondly, If they are going to have a gun too, I think it should be something smaller like a pistol of some kind, having all that stuff with a rifle is a bit too much.

Posted: 2006-05-08 23:05
by Solitas
As it stands in 0.3 Engineers will be gain claymoores from snipers as well as having mines and a c4 pack. So in essence they'll be the demolitions experts.

Posted: 2006-05-09 00:01
by Tracekill
Cool but the main feature I was looking for there was the target painter. Would be an excellent tool in battle.

Posted: 2006-05-09 06:46
by Malik
The Spec Ops class gets the laser painter in 0.3, but as such it isn't complete and doesn't do anything to allow for extended requests to the commander for artillery and such (in 0.3 the commander gets artillery, but it can only be dropped on requests, and as always it's destroyable, and if I'm right boxes don't fix it, but either way boxes are on request too). When the devs figure a way to make a proper target painter, we can see team based bombing runs on targets. :D

Posted: 2006-05-09 09:21
by JellyBelly
Would be a nice feature in the future.

Posted: 2006-05-09 12:10
by Solitas
JellyBelly wrote:Would be a nice feature in the future.
Most definately, co-ordination between air and ground can be improved. Without TS it's hard for a squad to request air support on a target, the laser painter would make it easier (in a normal game they'd listen to the request and probably still deny it :p )

Posted: 2006-05-09 15:22
by Tracekill
Solitas wrote:Most definately, co-ordination between air and ground can be improved. Without TS it's hard for a squad to request air support on a target, the laser painter would make it easier (in a normal game they'd listen to the request and probably still deny it :p )

Yeah thats what Im saying, making the air strikes automated like arty or supply drops. Model a Warthog McTankraper and have it automatically fall into attack formation and bomb the tanks and pulll away into the cloudline out of view of the player. Wouldnt be too complicated.

Posted: 2006-05-09 15:27
by Wraith
This has been something ALL of the major mods have been discussing. IMO we could just make the target designator "shoot" an invisible flame that burns for say 30 seconds on what ever was shot at. This would allow for pilots to get a lock on the "painted" target in order to fire high damage heat seaking missiles at it. Just an idea but that's the quickest way for me to think of to resolve this issue.

Posted: 2006-05-09 15:28
by JellyBelly
Id rather an LGB. All the pilot has to do is line up the plane, so he's at the right angle, wait for a clear tone lock, then drop an LGB. Bomb would semi guide itself in. All the pilot has to do is make sure the bomb is at a good angle and height.

Posted: 2006-05-09 15:33
by Top_Cat_AxJnAt
Completely agree. I would also be good if some form of verbal request was sent, with information of the target., what it is.
THis would just seem more realistic and add to the whole experience.

I would love to be able to call a Harrier in with 4 - 70mm rocket pods and 2 - 550LB bombs = pure and unadultorated airsupport for the whole British family.

Posted: 2006-05-09 15:44
by Wraith
JellyBelly wrote:Id rather an LGB. All the pilot has to do is line up the plane, so he's at the right angle, wait for a clear tone lock, then drop an LGB. Bomb would semi guide itself in. All the pilot has to do is make sure the bomb is at a good angle and height.
I'm sure this wouldn't be a problem but I think it would need some sort of propulsion to steer it... Not sure but I would think that would be a limitation by the game engine.

Posted: 2006-05-09 16:02
by Solitas
'[R-DEV wrote:Wraith']Not sure but I would think that would be a limitation by the game engine.
Deja-vu anyone

Posted: 2006-05-09 16:57
by Tracekill
If worst comes to worst and we end up finding out that its prohibited by the engine limits, just make a smartbomb come out of the clouds above the target and strike it like arty which comes out of nowhere.

Posted: 2006-05-10 10:24
by Lucractius
LGM (Laser Guided Munitions) were functional in the pre release game, dice cut them out due to players neglecting them, you can witness them in action in one of the trailers, the ground troops target a tank from some cover, then in comes the air support, and drops a Laser guided missile right into the tank, F&F mode from the laser designator.

i belive a german tweaker found the way it was implemented and dug it up, but since it was in german i cant work out what he did, and i forget where the link is off the top of my head.

seriously ... whats with the hackishness... invisible flames and stuff... laser guided weapons were part of the engine, pretty sure they still are (laser guided missiles all over the place, just no laser designators for the troops to make them fire and forget )

Posted: 2006-05-10 12:28
by Tracekill
Right so are you saying its a good idea or what...

Posted: 2006-05-10 14:30
by eggman
Regarding the class .. we're still kinda sorting out waht we want to do for the MECHANICS of a class system. There was some great discussion on these boards some time back about a set of classes. However .. the folks in the discussion .. and the PR devs .. assumed that we had access to the vBF2 unlock system. We intended to create a "meta class" and "sub class" system. Meaning that the unlocks would be used to create additional variations on a base template, effectively allowing us to create quite a number of classes.

Unfortunately the access to this was blocked by EA with patch 1.03. We found that out when I went to implement it in 0.3 heh. I thought there was a way to work around it, but unfortunately the method to work around it was a lot more involved than the 0.3 dev cycle would allow.

So we're still working on that. We expect to sort that out with 0.4. It has a significant bearing on how we design a class system because having access to 21 or more classes is a lot different than having access to 7.

Regarding the laser painter... we added (resurrected) the SIMRAD in 0.3. It basically functions as a pair of binoculars with a range finder. It does nto function as a target designator. You can *kinda* get it to work in single player, but the network aspects of the laser targeting system are not finished code, so it does not work. We removed all that stuff and are left with range finding binocs (for now).

We do intend to add some form of target designation. Ideally .. imo .. strike fighters and such woud not be able to release munitions without a designated target. Perhaps not totally realistic, it is a plausible limitation and one that requires teamwork .. which is good :)

We're a first time mod team and a small one at that, so we don't have the manpower of larger more experienced teams like PoE (who will have a very cool looking player controlled artillery system). So we still have to figure out what's the most "economical" way of adding this capability. But we do plan to add it.

egg

Posted: 2006-05-10 14:54
by Lucractius
Ahh, good to see you weigh in on it :)

so thats where the crazy germans code went ;)

Networkables... the bane of modders for bf2 it seems :(

well hopefuly the issues can be resolved and it can sneak into 0.4