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Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 03:53
by Jafar Ironclad
Here are some ideas I had for Firebase deployables, designed to make maintaining and running supply lines have greater consequences. Officers and combat engineers may deploy all assets up to three supply crates; only combat engineers may deploy the other assets.

1 Supply crate:
-Firebase-

2 Supply crates:
-Wire/Traps-
-Sandbag Foxhole-
Limit ten for either

3 Supply crates:
-HMG- Limit two
-Deployed Anti-aircraft missiles- Limit one

4 Supply crates:
-Deployed TOW- Limit one
-Cement Foxhole- More heavily armored foxhole, which also features a roof. Height allows people to crouch or go prone while inside. Limit two

5 Supply crates:
-Supply Cache- Permanent source of supplies for infantry that does not run out. Also repairs vehicles, but does not re-arm them. Limit one on the map at a time.
-Wall- Heavy sandbags with barbed wire on top. Withstands everything but bombs, incendiary grenades, and C4. Limit four; total of six on the map.
-Watch Tower- Elevated position for surveying the surrounding area. Limit one per base, two on the map. Small sandbagged area in the bottom functions as a spawn point.

6 Supply crates:
-Anti-air cannon- Limit one on the map; sandbags prevent it from engaging targets except above a 30 degree elevation, allowing low-flying aircraft to avoid the battery.
-Mortar- Limit one on the map, effective range between 300 m and 1500 m; engaging targets beyond visual range requires coordination with a spotter. Requires a supply cache for continuous supply of bombs.

The Combat Engineer gains a more sophisticated assembly tool (maybe a drill or something) instead of a shovel, which grants him an increased building speed (which is necessary for the more complex assets). He also gets a field laptop, which you right-click to open (showing several blue-prints on the monitor); the engineer uses this view to place assets (where the officer uses his radio).

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 04:04
by rushn
I like that except it is too much supplys and I think no one would buiilb anti air cannon for 6 supply crates that can only shoot high up airplanes that the AA should have gotten

I suggest adding artylery for modern factions and mortars for insurgents? repair station and rearm station which only repairs at maybe half the speed?

maybe a HQ building where a comander can sit so that he can be close to the battlefield granting him extra stuff but also being risked of getting killed

maybe a small heli pad that can repair choppers but you need that after you have 6 suplys

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 04:41
by ledo1222
100 Crates give you an Nuclear Silo :D

On topic: I see were hes going and i like the Assest ideas. might be cool. 8-)

And yes a heli pad and repairs station. Or maybe a Medical tent were Inf can get healed when not many medics are around. This could be like a mobile base.

EX: Your playing Ins and both caches are on the South side and your base is on the North side. u dont want to travel 2km/4kms just to resupply. that kind of firebase could solve many things.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 04:59
by DevilDog812
i think that any soldier with a shovel should be able to dig their own crude foxholes without any crates anytime he wants

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 05:28
by Pariel
Frankly, the addition of more assets would be awful.

Defensive grinding battles (see: Muttrah) where one side sets up tons of defense and the other side smashes them all game can be a lot of fun. But if it comes down to more and more powerful defensive weapons, everyone will sit in their base and wait for the enemy to show up. In other words, boring.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 05:31
by Jafar Ironclad
Remember that you need the combat engineer kit to build the more interesting stuff, and that kit is far more limited than the officer kit. A squad dedicated to building FOB's could have a lot of fun and be a great service beyond providing a forward spawn point.

Also, having a mortar up and fixed on the enemy FOB negates their defenses, as does calling in close air support and precision tank fire (after knocking out anti-tank and anti-air weapons.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 05:35
by Jafar Ironclad
rushn wrote:I like that except it is too much supplys and I think no one would buiilb anti air cannon for 6 supply crates that can only shoot high up airplanes that the AA should have gotten
Make three trips with a logi truck, or have your squad use one and a normal truck and finish in two trips, or deal with enemy threats so that helos can add more supplies.

As for the anti-aircraft cannon, remember that lead isn't fooled by flares. If a aircraft pilot is cautious, they'll be dumping flares before they get locked when flying in AA ranges. Also, with proper placement in a recessed area, it's terrifying against infantry.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 11:58
by Drav
Good post. I think the AA cannon is a bit of a waste of time as really, missiles are the only useful counter to jets, and the AA will solely be used to try and spam ground targets with (sandbag limited or not!)

However I really like the idea of having combat engineer as a super builder, but worry that he should be out laying mines etc.....Perhaps the commander could be the super builder instead, as there is no requirement to be in the commanders post now?

I also dont think theres much problem with doing multiple runs with trucks or helis, as often once the crates are deployed the trucks are simply abandoned as their immediate purpose is fulfilled. There are various little bits that I disagree with that arent worth raising but overall I like the idea.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 12:22
by RHYS4190
I think the dev's should focous on fixing 0.9 before they attempt any thing else.

Plus having more static defences is pretty pointless. %99 they are just abandoned, iv never seen a 50cal dug out used for very long. So what the point.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 13:23
by Zerapup
Imho its a bit too complicated

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 13:39
by myles
rushn wrote:buiilb anti air cannon for 6 supply crates that can only shoot high up airplanes that the AA should have gotten

You obiousliy havent used AA before if thats what you think AA is very valubale high and low.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 13:39
by maarit
maybe in future this is good but for now i dont like cos many times i see just outpost deployed,no aa gun,no antitank...

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 13:45
by killonsight95
i do like the idea alot that you bring more supplies and the more defences you get IMO very good for gameplay.
If you spend time building up a large defensive base then it will be hard to attack but easy to find.
If you build like just one or two structures then its more hidden but easy to attack.
this would greatly improve maps like kashan where you need heavly defendable outposts insted of just a couple of things which could be useful

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 13:48
by Lucke189
I would like to see ordinary sandbag walls as a deployable asset.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 13:51
by Elektro
RHYS4190 wrote:lus having more static defences is pretty pointless. %99 they are just abandoned, iv never seen a 50cal dug out used for very long. So what the point.
Have you ever played CNC mode?

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 17:03
by Conman51
I like the idea, but it seems to be a little over board,i like the cement fox holes alot though, but i think supplies should only go to 4 max

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 18:19
by maarit
RHYS4190 wrote:I think the dev's should focous on fixing 0.9 before they attempt any thing else.

Plus having more static defences is pretty pointless. %99 they are just abandoned, iv never seen a 50cal dug out used for very long. So what the point.
yeah,50 cal need alot more cover,you are sitting target inside it.
sitting in AA 20 minutes make you just grazy cos constant soundbug.choppers everywhere ;)
but i would like to see more deployable assets,helipads,repairstations,meditents,etc.

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 18:32
by rushn
myles wrote:You obiousliy havent used AA before if thats what you think AA is very valubale high and low.
did you read the whole post?

he said the cannon will not be able to shoot low flying airplanes and can not shoot ground targets


this means it can only shoot fast ariplanes that will be able to lock on you and shoot you before you can probably see them

I suggest being able to build it earlier and having a lot more defensive sandbags compared to AA

I do like the idea of having the commander be able to build more advanced stuff this will make the commander more useful and more fun to play maybe the artyleryy he builds should be only controlled by him?

Re: Deployable Assets Expansion and the Combat Engineer

Posted: 2010-02-20 19:26
by akatabrask
I like this idea a lot, in fact, it's pretty similar to an idea I've had a while to complement a suggestion regarding firebases I was thinking about posting soon.