[suggestion][weapon] napalm

Discussion pertaining to the African Resistance Fighters (ARF) faction.
xxXmsgt_jimbobXxx
Posts: 97
Joined: 2009-12-02 19:46

[suggestion][weapon] napalm

Post by xxXmsgt_jimbobXxx »

I think it would be a good thing to add for the ARF fighters as it seems that this is going to be a more brutal faction for PR. I think that the ARF fighters should be equipped with napalm. EoD already has them all we have to do is ask really nicely and they may give them to us along with the f4s. I saw that the militia did not have planes or helis, but seeing as the African guerillas are fairly well equipped, i think we should give old soviet and american models. If we ask Eod for both the f4 and the napalm, we could equip those to the ARF side and give SOD (stand off dispenser i think) clusters for the frenchie/BLUFOR side. Wut do yall think?
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: [suggestion][weapon] napalm

Post by killonsight95 »

could be a commander asset maybe?
xxXmsgt_jimbobXxx
Posts: 97
Joined: 2009-12-02 19:46

Re: [suggestion][weapon] napalm

Post by xxXmsgt_jimbobXxx »

i think thats a good idea, but if we want it to be a commander asset i suggest a fuel air bomb for the ARF and a daisy cutter for the frenchies. commander assetts are supposed to be big explosion, and most of our maps are going to be 4km so that will make a nice proportional boom.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [suggestion][weapon] napalm

Post by Redamare »

I agree napalm should be a commander area strike option... for certian map factions :D
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: [suggestion][weapon] napalm

Post by killonsight95 »

lolz all we now is someone to make and code it hmmmm....
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [suggestion][weapon] napalm

Post by Rudd »

Eod have a kickass napalm effect, however I don't know if this would really work well in pr
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Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: [suggestion][weapon] napalm

Post by Drunkenup »

Well, theres always the Lag problem. When someone tried implementing Cluster bombs, it was put down because of the issue of lag problems. Napalm could have the same effect, but until then, someones gonna have to make a proof of concept.
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [suggestion][weapon] napalm

Post by DeltaFart »

[R-CON]Rudd wrote:Eod have a kickass napalm effect, however I don't know if this would really work well in pr
I never quite liked EoD, all the textures and effects seem low quality compared to the rest of the mods out there
Not sure why, but the napalm effect looked terrible to me
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [suggestion][weapon] napalm

Post by Wakain »

I agree with you deltafart, though the idea of napalm in project reality would be quite cool and something new entirely to pr, though I wouldn't make it a commander asset
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [suggestion][weapon] napalm

Post by ma21212 »

1) I dont think that the UN allows Napalm or white phosphorus to be used now adays (but armies still use it)
2) when this video was first shown on the PR froms someone asked if this effect would be used for the molotovs and one of the Devs said something along the lines of "were working on it"

<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/SomB9A98h2k&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/SomB9A98h2k&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>[/youtube]

not the napalm you wanted but no more ugly molotov fires
Last edited by ma21212 on 2009-12-14 02:12, edited 1 time in total.
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xxXmsgt_jimbobXxx
Posts: 97
Joined: 2009-12-02 19:46

Re: [suggestion][weapon] napalm

Post by xxXmsgt_jimbobXxx »

I dont think that the UN allows Napalm or white phosphorus to be used now adays (but armies still use it)
hence why the NATO "good guys" faction isnt using it.
503
Posts: 679
Joined: 2008-08-30 02:53

Re: [suggestion][weapon] napalm

Post by 503 »

xxXmsgt_jimbobXxx wrote:hence why the NATO "good guys" faction isnt using it.
There are no "good guys" in PR.


ma21, what mod is that? That is some sweet looking fire effects.
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [suggestion][weapon] napalm

Post by ma21212 »

xxXmsgt_jimbobXxx wrote:hence why the NATO "good guys" faction isnt using it.
your acctualy wrong thier, NATO countries have used it in recent wars. (US in Op. Iraqi Freedom and the IDF has used it in Gaza) but they say that they only used it as a Smoke screen
For PR however i just dont see this poissible tbh.
503 wrote:There are no "good guys" in PR.


ma21, what mod is that? That is some sweet looking fire effects.
mod is called Eve of Destruction its set in the Vietnam war. nice mod but servers are ussualy empty...
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Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Re: [suggestion][weapon] napalm

Post by Bob_Marley »

ma21212 wrote:1) I dont think that the UN allows Napalm or white phosphorus to be used now adays (but armies still use it)
A common misconception. Protocol III of the Geneva conventions prevents the use of incendiary weapons (such as napalm) against civilian targets or military targets located within concerntrations of civilians.
Paragraph 1 of Article 2 states that the civilian population as such and individual civilians or civilian objects may not be made the object of attack with incendiary weapons -- a principle that applies to all weapons under customary international law. Paragraph 2 prohibits making of any military objective located within a concentration of civilians the object of attack by air-delivered incendiary weapons, such as napalm. This paragraph does not restrict the use of other types of incendiary weapons, such as White Phosphorus delivered by artillery. Paragraph 3 prohibits uses of incendiaries against military objectives located within concentrations of civilians, except when the target is clearly separated from the concentration of civilians and all feasible precautions are taken to limit the incendiary effects to the targe and minimize civilian casualties.
sauce

Also, incendiary weapons generally arn't used as they are a public relations nightmare (the public generally reacts poorly to images and stories of people being burned to death) as well as more effective weapons being available. However, they do show up in combat every now and again. For example during the invasion of Iraq in '03 the USMC dropped a number of Mk.77 bombs on various targets.

sauce

Additionally in PR incendiary weapons' arguably most useful effect, that of creating fear in the enemy, simply isn't present as the game cannot simulate the horror of the use of such weapons against humans.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Many thanks to [R-DEV]Adriaan for the sig!
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [suggestion][weapon] napalm

Post by DeltaFart »

Wakain wrote:I agree with you deltafart, though the idea of napalm in project reality would be quite cool and something new entirely to pr, though I wouldn't make it a commander asset
i said nothing about it not being cool
I said EOD stuff is of lower quality than that of PR you'd have to remake the effect for it to be on par
The Napalm effect that EOD uses looks like someone used ms paint ot make the textures
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [suggestion][weapon] napalm

Post by Wakain »

i said nothing about it not being cool
I said EOD stuff is of lower quality than that of PR you'd have to remake the effect for it to be on par
The Napalm effect that EOD uses looks like someone used ms paint ot make the textures
and that was exactly what I agreed with
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [suggestion][weapon] napalm

Post by DeltaFart »

Wakain wrote:and that was exactly what I agreed with
oh
woops, thought you said disagree...I was tired, pased out right after I wrote that haha
Xbrad150X
Posts: 105
Joined: 2009-12-10 18:49

Re: [suggestion][weapon] napalm

Post by Xbrad150X »

but you have to take into consideration that on some peoples computeres PR is stretching the PC to its limits. if this gos of (the naplam) it would not only kill the player , but also his computer.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [suggestion][weapon] napalm

Post by Wakain »

oh
woops, thought you said disagree...I was tired, pased out right after I wrote that haha
lol no problem man
STORM-Mama
Posts: 735
Joined: 2008-02-19 08:10

Re: [suggestion][weapon] napalm

Post by STORM-Mama »

I presume that it would be just as f*cked up as the current JDAM? You hide in a hut and will be able to avoid and survive the explosion (in this case; the fire). And what if you dropped it on a hill or mountain? Would it look just as buggy as the JDAM?
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