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Effects, vehicles and robots 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 there are about 6 very different ideas, but 4 some reason, my browsere refuses to let me post all @ once, so I'll do so in bits - Also so each gets air time |
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I tried to put out my point of view in a thread talking about spamming spawn areas with fire and getting cheap kills - and I was misunderstood talking about spawn point raping. Especially playing with bots, I would want the exact contrary - spawning AWAY from flags and strategic assets. As an attacker, the last thing I want is to have already killed enemies magically materialize behind my back without a sound (or the first sound being me shot in the back). I want disposing of enemy combatants to MEAN something, besides tickets and/or points (frankly, I don't care about neither, but good tough fight is what I want). I want it to mean that once an area has been cleared, that it IS clear until the enemy pushes through or runs us over - but not drop out of dimensional rip in space, safety off, without a sound and finger on the trigger. What I would LOVE to see, would be an enemy presence sphere around troops making the server choose another location to spawn, so that never would anyone spawn middle of enemies, behind their backs at arms length or so. Now, how does this relate to your suggestion? Well, Flak 88's and such are strategic assets that, at least we, try to secure and then utilize ourselves. Last thing we want is to have enemies drop into the weapon pit with full clip and finger on the trigger. I know very well it's quite impossible to have a game just like I would like in this regard, but I would still like to see on few maps some tweaks somewhere along the line over the year or two - especially East El Daba where the wretched enemy spawns into the house, which is a natural place to occupy trying to secure the area (I find it rather annoying that they drop enmasse, right to the second floor (the mounted SG) and with their microsecond bot reflexes butcher the men trying to hold the place). I don't expect people to fully understand my PoV, as it seems that no one else has ever pondered this kinds of thoughts :uhm: Anyhow, from my PoV (and in my opinion), this would degrade co-op mode games. |
Re: Effects, vehicles and robots 2) Shakes and viberation Tanks already cause slight tremor to people close by. Can this be increased in range to someting like 20 meters for light, 40 - 60 for medium and 100 for heavies. Would be nice to feel a tank before you see it |
Re: Effects, vehicles and robots 3) Supression Improved The suppression effect should last for only a second or at most 2 so that to keep an enemy suppressed, you need to keep firing close to him. This gets rid of how annoying it is at the moment and for accidental suppression |
Re: Effects, vehicles and robots 4) Arty Firing and overheating can arty (Howitzer, mortar) have overheat rates that cause the gun to overheat faster than it cools so that after a number of successive shots,the gun overheats and needs to cool.Strategic considerations, I think for the barrager and barragee-And for bots when they learn to fire arty non-stop |
Re: Effects, vehicles and robots 5) Angling Player's view point should angle when reloading, changing wepaon, throwing a nade etc. Also they may need to change the direction they are facing slightly as exists with relading the MG34. It makes the player feel like he's controlling a human and not a pair or limbs - Like next-gen games. Also firing a rifle, the recoil should throw the aim up, but then down again.With the aim slightly shifted (Both 1st person view and 3rd) |
Re: Effects, vehicles and robots Ok, I finally a got a good enough interenet connection to post all the ideas in one post. Sorry if this seems like a double/ multi-post. But I actually posted these over a number of days. I just had a smoke-signal style interent connectino for that long which allowed no formatting and only up to 4 lines... So anyhoo, these are the ideas. Comments, oppinions, technical considerations?
Also bots should see these guns as high priority and remain on them even when they are overheated so that bots can use them successfully as defenses and also so that bots (and players) use arty in sessions. You do one barrage, cool off and do another. This is good for both the barrager and barragee for strategic considerations. Also, if bots ever learn to use those tubes and guns, it would be nice to have them use it relentlessly (As I’m sure they would if they had their way) and then quit for a while while the gun or tube cools...
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Re: Effects, vehicles and robots You made a bit of a research here but I'm afraid it might be futile as long as it comes to bots. Sorry... |
Re: Effects, vehicles and robots That's conclusive - Not all the ideas involve bots though... Besides - I recall bots being limited in functionality in FH0.6 and improved in 0.7. There's still more work and more that can be learnt about how to make bots work - Personally, I think FH2 bots have more potential - Way more. What about the other ideas? |
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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. |
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 |
Re: Effects, vehicles and robots Any dev replying on this? I really want to know the feasibility of it... |
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. |
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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? |
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