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Forgotten Hope General Yib-Yab (Off Topic)
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2334068
Re: Planet Battlefield Forgotten Hope 2 Interview
NoCoolOnesLeft
September 30th, 2005 01:11 PM
Hmm...

Okay, I trust in the Devs that it'll be done well, as always, it's just that I come off a CoD:UO server or a DoD:Source server and all I see is the overuse of smoke grenades.

I just cant imagine seeing it on an even bigger scale without doing something negative to the gameplay.

Looks like we'll have to see how it goes. But just bare my negative view on the subject in mind.
2334119
Re: Planet Battlefield Forgotten Hope 2 Interview
Sgt. Krotchrot
September 30th, 2005 01:43 PM
Quote:
Originally Posted by McGibs
I was the one that answered the questions, not Lobo...
No beach to walk on
2334126
Re: Planet Battlefield Forgotten Hope 2 Interview
Gen'l Knight
September 30th, 2005 01:44 PM
Quote:
Originally Posted by McGibs
*darth vader voice*
I find your lack of faith disturbing.
nuyk-nuyk-nuyk!
:lol: :lol: :lol: :lol: :lol:
2334210
Re: Planet Battlefield Forgotten Hope 2 Interview
Nostradamouse
September 30th, 2005 02:21 PM
Smoke screen is gonna be fun and will work im pretty sure...

Would be fun though if itd be like those big battleships burning oil (if I remember correctly) to make big black smoke before debarquements wich was heavier than air so itd stay low and get onto beaches and cover the barges.
2334212
Re: Planet Battlefield Forgotten Hope 2 Interview
[SYN] hydraSlav
September 30th, 2005 02:22 PM
Quote:
Originally Posted by McGibs
I was the one that answered the questions, not Lobo...
Awsome interview, i was waiting for it since you mentioned it in one of your posts
2334280
Re: Planet Battlefield Forgotten Hope 2 Interview
SymZ
September 30th, 2005 03:08 PM
That was a good read. It answered questions we all had and gives me a better bearing on what to expect, though I am really curious what the second theater will be.

No props for McGibs though from PBF
2334301
Re: Planet Battlefield Forgotten Hope 2 Interview
Lainer
September 30th, 2005 03:23 PM
Quote:
Originally Posted by McGibs
There are currently some problems with large moving objects (the fact that if you touch them, you die) which presents some problems for large naval ships. We can do them, but you wouldnt be able to exit and walk around on the deck.
Though I belive that the collision issues are being resolved in a future BF2 patch, so with any luck we can have giant battlecruisers blasting away on the open seas with salors happily running around on the decks.

Just hope they are skidding all over the place like they are now when said battlecruiser gets underway.

*darth vader voice*
I find your lack of faith disturbing.

BF2 handles smoke effects very well, with very little performance hit. Smoke barrages dont come from no where, they come from artillery batteries.
and youre talking like it will have a 3 second cool down.

The process of game design seems lost on you.
DITTO!

I never see any problems with smoke on my machine. You people out there with your XT's, AT's and 286's might just have to upgrade! JESUS!

Smoke on a large scale would be a great addition! Adds just that much more stratagy to the maps then just pouring in panzers and infantry at a flag. Another great reason is that it gives the commander something to do. From what I understand we won't have any Sat scans and UAV's so most commanders are gonna get bored and just join the slugfest. Anything we can realisticly give them to stay at there posts and command will be an assest to the game as a whole.
2334339
Re: Planet Battlefield Forgotten Hope 2 Interview
[BFE]Adder
September 30th, 2005 03:45 PM
Smoke screens on call=Happy!
Excute super Ninja Vanish!
*Fooof! (As two square KM's goes up in smoke)
2334414
Re: Planet Battlefield Forgotten Hope 2 Interview
okiN
September 30th, 2005 04:34 PM
Interview sweetness. Nice read too, very no-nonsense.
2334673
Re: Planet Battlefield Forgotten Hope 2 Interview
Nuggetman
September 30th, 2005 08:18 PM
Quote:
Originally Posted by McGibs
Again, youre thinking that he can just cover the entire map with smoke in 2 seconds, then keep doing it every 3 seconds. Smoke, like every other commander ability, will have cooldown/reload and also be linked to a map object which can be destroyed by the other team. A commander that uses nothing but smoke would be a moron. You can go around/though smoke. it doesnt kill you. you can shoot through it. its just a visual blind.
I'm thinking about the whole 'smoke blind/curtain' thing, and how exactly could it work? The smoke would need to be laid out in a curtain, not just a blob on the map, like artillery. Yet how could the commander use the smoke to cover a certain area from the enemy's view, if the only control he has over placement is clicking on the general area of it?
I'm thinking that perhaps for the placement of his smoke, the commander could click on two points, and smoke would be distributed between those two points evenly - so you could opt to cover the entire map, but there would be hardly any smoke at any one point, and would stay for only a few seconds.
Meanwhile, you could just drop it all in one blob and it would be extremely thick... or perhaps there could be a minimum length of smoke to be put down, and an optimum length of the smoke curtain at around 30-40m, so that it's long enough to conceal a large area, and thick enough to hide your movements well and for a reasonably long period of time. Perhaps instead of clicking twice you could hold the mouse down and 'draw' the smoke curtain.
I don't know if any of this is possible, coding wise, as the only commander options in BF2 vanilla are simple point and click affairs. But if FH could work out how to implement something like this it would really make the mod seem like something special (and we all know it is) and stand out from other mods.
Sound at all possible, devs? (Sorry this is off-topic...)
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