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Old March 6th, 2008   #1
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Default 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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Old March 6th, 2008   #2
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Default Re: Effects, vehicles and robots

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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
This is the thing I don't get...

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

Anyhow, from my PoV (and in my opinion), this would degrade co-op mode games.
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Old March 8th, 2008   #3
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Default 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

Last edited by mydjinny; March 8th, 2008 at 04:38 AM.
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Old March 8th, 2008   #4
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Default 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
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Old March 10th, 2008   #5
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Default 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
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Old March 10th, 2008   #6
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Default 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)
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Old March 12th, 2008   #7
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Default 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?
  • 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
  • Shakes and viberations
I love the shake effect when you are close to tanks. Can those be increased to a slightly greater range. You should have shakes in a wide enough radius so that even when behind a small house, you should feel the viberation from a tank at the other side - This distance should be improved for bigger tanks such as Sherman 2s and later, and more-so Tigers to even the range of about 40 meters and with slightly more 'shake'. Also other threaded vehicles should have some degree of viberation too
  • Arty heating and bot strategy
Can artillery (Mortars and manned howitzers) have a cooling a cooling system that causes them to heat-up with each shot (Not in bits, but in jumps) and cool alot slower than that so that on successive firing of a gun or a mortar tube, you would find that after a number of shots, say 10 for mortar, 5 or 6 for howitzers, the gun wont fire until allowed to cool.

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...
  • Suppression 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. Also this gets rid of how annoying it is at the moment, and for accidental suppression gotten from the player himself firing a gun at a close-by wall
  • Angling
Can players angle slightly (1st person view) when changing guns, relaoding etc. What I mean is, can players view be angled a bit to indicate them reaching for a clip, a gun or other weapon. Also, depending on what they are doing, a slight turn of their view point. That already exists when relaoding an MG34, but can that exist for all other guns... It really helps payers have a sense of controlling a body rather than just a pair of hands... I dunno, but I think its also a new-generation-game thing - And Fh2 is doing a good job in trying to look good enough for the time, it might as well feel like them too, right?
  • Viberation from recoil
Can Mg-gunenrs (FP view) get more recoil, same goes for almost any gun and although I noted that in 3rd person, personnel have a slight head shake when firing, can the helmets move with it - I know it might be asking for much, but if it CAN be done, it would really add some flexibility to the game's look and feel
  • Plane debris
Been loving the sound that downed planes make. Could the debris remain a bit longer about as long as tank debris... And perhaps fall at real speed rather than like paper. For this to work, I suppose all planes would have to be in parts cuz it might be wierd for a completely blackened plane to come crashing down, and remian whole
  • Destructibles
Please have some consideration for destructible buildings and parts of buildings... It doesn't need to be much in any map, but it would really add a new dimension if a tank or artillery or plane bomb can punch a hole through a particular building's wall or spill sandbags here and there....
  • Reload speed
Can this be reduced to about 1/2 the time it takes. It depends on the gun ofcourse, but someone in a battle should reload a pistol much faster, a rifle faster than this and a sub as fast as possible. also, it might be nice if some guns have a slight falter in the reload – Say, a clip not getting into slot immediately - Nothing too much, just something that can happen repeatedly. Or a hand hitting at the base of a clip to make sure it's in right.
  • More realistic explosions
In the same way that explosions from arty are map-type specific, can grenade blasts etc be also. While at that, can grenade explosions in general be more realistic. Larger radius maybe, less of a glowing ball, more debris and dirt, smoke and the violent vibration of those close by with the slight 'suppression' effect -
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Old March 12th, 2008   #8
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Default 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...
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Old March 15th, 2008   #9
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Default 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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Old March 15th, 2008   #10
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Default Re: Effects, vehicles and robots

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Originally Posted by mydjinny View Post
O
  • Destructibles
Please have some consideration for destructible buildings and parts of buildings... It doesn't need to be much in any map, but it would really add a new dimension if a tank or artillery or plane bomb can punch a hole through a particular building's wall or spill sandbags here and there....
There are walls, gates and fences that are destructible. I agree there could be more.


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