Notices

Go Back   FileFront Forums > The Games! > Battlefield Series > Battlefield Mod: Forgotten Hope > FH2 Suggestions

Remember Me?

FH2 Suggestions
Do you have a suggestion for the future release of FH2? Post it here!

Reply
 
LinkBack Thread Tools Display Modes
Old March 15th, 2008   #11
I live on Gaming Forums
 
Join Date: August 2nd, 2006
Location: Ghana
Status: Infrequent but otherwise available
1,075 posts, 0 likes.
Rep Power: 21
mydjinny is a regular member
Default Re: Effects, vehicles and robots

Quote:
Originally Posted by Dago Red View Post
There are walls, gates and fences that are destructible. I agree there could be more.
In FH2? Where?
mydjinny is offline   Reply With Quote
Old March 15th, 2008   #12
Smack Capper
 
Dago Red's Avatar
 
Join Date: September 24th, 2004
Status: Available
151 posts, 0 likes.
Rep Power: 0
Dago Red is a n00b
Default Re: Effects, vehicles and robots

Hyacinth has some spots that can be blown open by the Allied sappers.. they are very conspicuous points (boarded up, patchy looking) in the thin walls.

The same kind of destructible weak points exit on other maps such as supercharge (off the top of my head).

Bardia seems to have another kind where the entire wall can be destroyed... it is a wooden wall around the barracks flag. Sometimes those walls are there, other times only parts. I'm sure there's others on other maps but I haven't noticed.


Dago Red is offline   Reply With Quote
Old March 15th, 2008   #13
I live on Gaming Forums
 
Join Date: August 2nd, 2006
Location: Ghana
Status: Infrequent but otherwise available
1,075 posts, 0 likes.
Rep Power: 21
mydjinny is a regular member
Default Re: Effects, vehicles and robots

Hmm...Then that is a start...
I was playing Tobruk earlier today and greatly saddened by the fact that Normandy might not have 1/2 as cool explosions. Personally, I think call-in-artillery should have the same explosive effect no matter the terrain - Save for the cloud of dust that lingers - Even then, there SHOULD be some for a brief period. Also, the explosions in other terrains should flower-out rather than shoot up... But it shoud defintely be as big (Or almost as), and grenades should have some too - Little ones - And it would be nice if AP explosions didn't dissapear as fast

Last edited by mydjinny; March 15th, 2008 at 04:52 PM.
mydjinny is offline   Reply With Quote
Old March 19th, 2008   #14
I live on Gaming Forums
 
Join Date: August 2nd, 2006
Location: Ghana
Status: Infrequent but otherwise available
1,075 posts, 0 likes.
Rep Power: 21
mydjinny is a regular member
Default Re: Effects, vehicles and robots

Any dev replying on this? I really want to know the feasibility of it...
mydjinny is offline   Reply With Quote
Old March 19th, 2008   #15
FH2 Betatester
 
[FtN|GT] Die Happy's Avatar
 
Join Date: February 19th, 2007
Status: Available
926 posts, 0 likes.
Rep Power: 19
[FtN|GT] Die Happy is a regular member
Default Re: Effects, vehicles and robots

i m not a def but in know that most of the stuff you suggested is possible (dont know anything about bots ...) however they are working on new maps models and stuff. some of the stuff you suggested is already in the new beta build others wont ever make it.

a quick overview i m ignoring bot parts cause i dont know anything about that)
- tank making infrantry shake:
dont know if ther will be any changesto this, or how much work this would be

- arty overheating: i dont think this will ever happen

- Suppression Improved: already done

-
Angling : think this will take too long for now animations are needed elsewhere

- Viberation from recoil: not high priority and dont know if its even possible


- Plane debris: this is mostly a matter of performance, if you would have so many vehicels destroyed laying around it would increase the poly count on maps cause the tanks would respawn and be there again. It would be nice to have them longer, but dont think this will be changed anytime soon.

-
Destructibles: there are SOME destructible objects on some maps at key positions. this is also a performance matter.the dev could make everything destructible but then you would need 3 high end PCs to run the game on low settings. it is just not in the engine to make so much stuff destroyable.

-
Reload speed: it takes time to reload stuff, sure it can be done faster in RL but for examples pistol reload, you are not running around with the pistol in one hand and the spare clip in the other. you have to unload the gun search for the spare clip get it out of whatever it is in and reload the gun. this takes time. so i dont think there will be any changes to this anytime soon

- More realistic explosions: i like them the way they are now, and i dont know how it was in RL so i m not touching this.



hope that helped you and thanks for your suggestions.
[FtN|GT] Die Happy is offline   Reply With Quote
Old March 19th, 2008   #16
FH Dev
 
bizness's Avatar
 
Join Date: October 21st, 2004
Status: Available
554 posts, 0 likes.
Rep Power: 24
bizness should make some friends
Default Re: Effects, vehicles and robots

Quote:
Originally Posted by mydjinny View Post
  • Bots and Strategic spawn
Bots should spawn closer to strategic stationary weapons and see them as higher priority. For example bots should spawn around the 88s and in the bunkers first and less close to the parked vehicles. Bots should thus use the MGs and 88s to keep enemy units at bay before going for rifles
Spawning bots close to stationary weapons won't get them to use that weapon. If the situation is right then they will use them.

bizness is offline   Reply With Quote
Old March 24th, 2008   #17
I live on Gaming Forums
 
Join Date: August 2nd, 2006
Location: Ghana
Status: Infrequent but otherwise available
1,075 posts, 0 likes.
Rep Power: 21
mydjinny is a regular member
Default Re: Effects, vehicles and robots

you're welcome....

I did get a new suggestion over the weekends I thought worth adding:

Specialized commande rose
This is basically the action/command rose used for infantry and how 'requesting health'changes to requesting repais' in tanks...

Can there be total changes per vehicle? Such as a 'Negative on the barrage' and 'Shot over' for arty gunners rather than 'negative' or 'roger' for pilots etc...

So that although each player is communicating, you get most apprioporate responses for each vehicle-d player/bot.
Another example is the enemy spotted... For players in planes, you hear then say 'Bogie' or something like that instead of enemy airplane spotted. Also stuff like 'go go go' should definitely not be for pilots in planes or tankers.

Also, I really think there should be more stuff in the command rose like 'Relaoding!'/ 'I'm out, I'm out' or 'covering fire' or 'charge!' (Different from 'go' or 'hustle up') and then something like 'I'm hit' or 'I'm dying here' can be easily said (Since medics aren't always there and cuz a player might want others to know he's bleeding to death). Also, any chance of random stuff said per command/alert option as was the case in Fh1?- I know the commander and arty-request are rando so no one tell me about that no-random whatsoever if BF2 - Unless those are different....And also, any chance of taunts?

Finally,

Any oppinion on the tank speeds in this context - Same as in plane speeds or infantry dash?

how come the arty overheat cannot be implemented? Isn't it like the MG overheat just scaled different to bring abou cool-down times?
mydjinny is offline   Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
2 questions: vehicles and Effects Kaito SW:JK3 Modding, Mapping and Editing 4 June 24th, 2007 07:42 AM
Econmic Effects / Long & Short Term Effects of Vietnam -Heretic- History and Warfare 4 October 9th, 2005 09:01 PM
They didn't know they were robots yuiop Spamming Forum 2 March 26th, 2005 02:25 AM


All times are GMT -7.







   
 





This site is part of the Defy Media Gaming network

The best serving of video game culture, since 2001. Whether you're looking for news, reviews, walkthroughs, or the biggest collection of PC gaming files on the planet, Game Front has you covered. We also make no illusions about gaming: it's supposed to be fun. Browse gaming galleries, humor lists, and honest, short-form reporting. Game on!

FileFront Forums - Terms of Service - Top
Theme Selection
Copyright © 2002-2016 Game Front. All rights reserved. Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
Forum Theme by Danny King (FileTrekker), Sheepeep & Graeme(rs)
RSS Feed Widget by FeedWind