Ability to enter wrecks on map [Insurgency]

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Sniperdog
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Re: Ability to enter wrecks on map [Insurgency]

Post by Sniperdog »

Interesting suggestion, definitely possible and I don't think I've seen it before so off to a good start. :)
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calstifer
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Re: Ability to enter wrecks on map [Insurgency]

Post by calstifer »

Definatly imaganinative. I realy like it. Everyone, before you start hateing, look at the POSATIVES before the NEGATIVES. It could prove very interesting, and especally useful, since the destroyed cars are normally on roads. They could prove great for spotting for ambushes.
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Rudd
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Re: Ability to enter wrecks on map [Insurgency]

Post by Rudd »

its interesting I agree, however take a map like Ramiel, there is literally hundreds of these things. Any object you interact with like a vehicle is a networkable object, too many of these objects results in a server crash, or liklihood of a crash.

I really love that your thinking outside the box though mate, its not a bad suggestion at all, but I think the engine is a bit overloaded for this. (those of us who have played PR for ages remember when Basrah had alot more destructables on it, they were removed for this reason)

on this note though, I can see where you are coming from, PR does need to include in its maps alot more cover that you can shoot through, like the wooden pallets with holes you can shoot through so that ambushers can remain hidden more easily. As a mapper, I'll certainly take your input on board on that front.
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calstifer
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Re: Ability to enter wrecks on map [Insurgency]

Post by calstifer »

its interesting I agree, however take a map like Ramiel, there is literally hundreds of these things. Any object you interact with like a vehicle is a networkable object, too many of these objects results in a server crash, or liklihood of a crash.
Maybe you can only have some cars that you can enter, like a light blue car, or a car with a hole in the back? It would reduce the ammount of models and lag, as well as us still being able to impliment this.
on this note though, I can see where you are coming from, PR does need to include in its maps alot more cover that you can shoot through, like the wooden pallets with holes you can shoot through so that ambushers can remain hidden more easily. As a mapper, I'll certainly take your input on board on that front.
I think, although im only suggesting, that mappers start looking and making types of cover that are 'out of the box' type things. Unconventional cover as it were. I think you put these 'Supprise!' pieces of cover on each map it could help instill that sence of insecurity that insurgency tries to bring.
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BigNate
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Re: Ability to enter wrecks on map [Insurgency]

Post by BigNate »

Not a bad idea at all. I agree with the opinions expressed so far.

One question for those of Rudd's knowledge level: would it have to be a networkable object? Could it instead just be like one of those indestructible cars that are on most every city map, except it would have a space to crawl into and be mostly-concealed?

The upside is that would allow the suggestion to be implemented without increasing the load on the server, the downside is that it would basically be an invulnerable wall and may therefore provide too much protection to the occupant.
Rhino
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Re: Ability to enter wrecks on map [Insurgency]

Post by Rhino »

It's an interesting idea but if its to be done it needs to be done as a staticobjects you can crawl into to enter some how rather than having it a PCO that you press "e" to get inside for not only the reasons Rudd said but ontop of that its very complicated, PCO's can't use LMs (well if they are a staticmesh and they are placed in excatly the correct spot with the same mesh LMed there as a static before it might but a HUGE work around and very time consuming).

Also need to take into account, the advantage of this idea is that no one knows about it, as soon as people find out about it (which from reading this post and others like it which will spring up, watching and talking to other players etc etc) players are going to quickly find out about it and then that advantage of it being a nice little spot no one is going to have any idea where you are is gone and every car you see on the street is instantly going to be related to "that's a 1337 sniper spot there, better check it for a sniper" much like a Church Tower or a Minarete or a crane or just a known good sniper spot on bla bla map like the mountains around muttrah etc.

As such, I believe the best way to put this in is not make every vehicle like this and maybe just have the mapper make a space you can crawl under a car with a really nice sniping spot etc since one or two spots that are unique to that map will stay secrete and become much more useful than a spot that is on pretty much every single wrecked car :p
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BloodBane611
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Re: Ability to enter wrecks on map [Insurgency]

Post by BloodBane611 »

Really cool idea, definitely something to look into for PR2/non-BF2 PRs imo. However, obviously the PCO issue makes it semi-unworkable for PR:BF2. There's already pretty heavy loads on the number of networkable objects on many maps, working in any kind of reasonable number of hiding places is just not really workable. I think a good idea would be for someone to make a static object that would allow infantry to climb into from both above and below when placed on level ground. I'll definitely put this on my list of things to look into when I get back into static modeling in September
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Staker
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Re: Ability to enter wrecks on map [Insurgency]

Post by Staker »

A tunnel system from different car wrecks (or other statics) to others would be interesting also. Ins maps lack tunnels anyway.
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Rhino
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Re: Ability to enter wrecks on map [Insurgency]

Post by Rhino »

Staker wrote:A tunnel system from different car wrecks (or other statics) to others would be interesting also. Ins maps lack tunnels anyway.
maybe because the only way to make tunnels in BF2 is with staticobjects and you basically have to dig a big trench in the terrain where you want the tunnel to go then cover the top with a staticobject which for the most part looks like **** compared to normal terrain :p
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ryan d ale
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Re: Ability to enter wrecks on map [Insurgency]

Post by ryan d ale »

Interesting idea and even though I only play as INS on INS maps I must say I'm not keen on it - it would be a bit too nasty on the blufor and then there's the issues previously mentioned.
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Staker
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Re: Ability to enter wrecks on map [Insurgency]

Post by Staker »

[R-DEV]Rhino wrote:maybe because the only way to make tunnels in BF2 is with staticobjects and you basically have to dig a big trench in the terrain where you want the tunnel to go then cover the top with a staticobject which for the most part looks like **** compared to normal terrain :p
Ye, I know.. But they could go under buildings, thrash piles, static concrete pavement thingies and such but okay a large tunnel system wouldn't look too good with this engine. I guess I'll have to get install XP and do it myself :-) .
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Jarryd_455495
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Re: Ability to enter wrecks on map [Insurgency]

Post by Jarryd_455495 »

Hey how about making them network objects and have a few different models for them, but (if possible) make them randomised like the caches are. People will still look in every vehcile they see but with it being random it'll reduce that abit and give the shooter a chance to aim and open fire before they go in to check it out.

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Rudd
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Re: Ability to enter wrecks on map [Insurgency]

Post by Rudd »

[R-DEV]Rhino wrote:maybe because the only way to make tunnels in BF2 is with staticobjects and you basically have to dig a big trench in the terrain where you want the tunnel to go then cover the top with a staticobject which for the most part looks like **** compared to normal terrain :p
well its really hard to make it look good imo, but PR's terrain covers are quire dire tbh especially if a custom texture isn't being used, FH2s are much nicer but I don't know how they managed it.
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Rhino
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Re: Ability to enter wrecks on map [Insurgency]

Post by Rhino »

[R-CON]Rudd wrote:well its really hard to make it look good imo, but PR's terrain covers are quire dire tbh especially if a custom texture isn't being used, FH2s are much nicer but I don't know how they managed it.
we aint really put that much work into our "terrain covers" and any that have had work put into them (korengals caves for example) have been made to fit that map but its really upto the mapper more than anyone else to make custom textures for there map to fit the colour of there terrain etc since it takes quite a bit of trial and error to get it right since you can't just pull the most common colour off the map's colourmap since the detail and low detail maps effect the end result of the colour etc, thou of course any one is welcome to do it for every map that hasn't already got it if they want? :)
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Rudd
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Re: Ability to enter wrecks on map [Insurgency]

Post by Rudd »

^ I've done it for all the maps I've been making :P
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MikeDude
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Re: Ability to enter wrecks on map [Insurgency]

Post by MikeDude »

[R-DEV]Rhino wrote:Also need to take into account, the advantage of this idea is that no one knows about it, as soon as people find out about it (which from reading this post and others like it which will spring up, watching and talking to other players etc etc) players are going to quickly find out about it and then that advantage of it being a nice little spot no one is going to have any idea where you are is gone and every car you see on the street is instantly going to be related to "that's a 1337 sniper spot there, better check it for a sniper" much like a Church Tower or a Minarete or a crane or just a known good sniper spot on bla bla map like the mountains around muttrah etc.

Well, this is what it will always be like right? Doesn't matter if its a car, house, rooftop or whatever. There is always spots just like in R/L that people will look at, cause its an epic sniper spot. It will always be like that. Making more spots for marksmen, spotter, sniper or whatever, will only give them more chance to stay alive.
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Redamare
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Re: Ability to enter wrecks on map [Insurgency]

Post by Redamare »

Cool idea and i like it alot except for ...One major flaw ..... HOW DO YOU KILL THE SHOOTER? lolol if it is a ( static )object .. creating a one seat shoot from vehicle i dont think would be worth the time and effort... plus ... creating a Enterable 1 seat vehicle that looks like a wreck .... What would the Wrecked version of the vehicle look like?? :o ... ( Granade gets thrown at it then it just blows up?... and if there is some one inside they just instantly die? that isnt too realistic :D haha ...

But if it was a static object here are some issues.
1. NOTHING can penetrate it Bullets, Apc bolts, heat rounds, anti tank rounds, Tows, Granades, C4, only thing that could do damage is Area attacks :D but for one person would be silly ... dont get me wrong i like the idea :D its would just have to be created to allow bullets through ... sumhow haha
alberto_di_gio
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Re: Ability to enter wrecks on map [Insurgency]

Post by alberto_di_gio »

Redamare wrote:Cool idea and i like it alot except for ...One major flaw ..... HOW DO YOU KILL THE SHOOTER? lolol if it is a static object 1. NOTHING can penetrate it Bullets, Apc bolts, heat rounds, anti tank rounds, Tows, Granades, C4, only thing that could do damage is Area attacks :D but for one person would be silly ... dont get me wrong i like the idea :D its would just have to be created to allow bullets through ... sumhow haha
I guess it will be the same logic as vehicles. Bullets simple can get through.

Like the idea. hope it comes out.
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rushn
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Re: Ability to enter wrecks on map [Insurgency]

Post by rushn »

I thought wrecks blow up after a while?
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