1 (edited by Canadiens1160 2006-04-11 16:33:14)

Topic: The element of strategy - deployable buildings

I think a small element of strategy would be a great addition to FS.

Now of course deploying objects is possible thanks to the .con file coding that was avaliable back from the BF1942 days.  So you could think of deployable artillary pieces and units.  What I think would be interesting is giving perhaps the scout class or engineer class a deployable basecamp in certain maps.

For instance, let's say you're a scout out in the remote grasslands of Dantooine.  There's an enemy base over the next ridge, and your teammates are stranded back at the main base - headed out to your location slowly.  You pull out your backpack and begin to put up a small basecamp.  There's a tent, some supply crates, and a spawnpoint appears for your team for a minute or so.  Several infantrymen spawn at the basecamp and load up on ammo and a heavy weapon or two.  The tanks roll in and reload their main guns, and you head off to attack the enemy base.

You really could work small cool little things like this into certain outdoor maps.  The spawnable buildings could be destroyable, or only last for a certain amount of time.

* Scouts could spawn a small encampment on selected (probably wide-open large) ground maps
* Engineers could deploy a vehicle repair station once per life that would last for a limited amount of time
* Medics could deploy a medical droid once per life that would heal nearby players
* On some maps the commander could have the option to deploy a tank or a starfighter directly from his kit

Droid factories would also be an interesting type of building.  These would be a relic building from the Clone Wars that could spawn a 'droid platoon' which actually is a player-controllable vehicle of eight or ten walking battle droids.  The Independence War (?) mod did this in Battlefield Vietnam, where basically the player could walk up to and enter a vehicle that was a platoon of soldiers and oculd march aruond and fire.

The battle droids could be very weak but menacing in numbers.  Just make them vulnerable to artillary fire or heavy weapons.

http://upload.brandonbatson.com/images/FS_Droid_platoon.gif

And of course you could customize the deployable item slot in the player kit for each map.  For smaller city maps, engineers can lay down a barricade, scouts could launch a seeker droid, etc.

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Re: The element of strategy - deployable buildings

Sounds like a very intresting scenario Canadiens1160 smile

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3 (edited by ArcAngel227 2006-04-11 16:51:32)

Re: The element of strategy - deployable buildings

Wow, that sounds neat! Hope you don't mind if I add some ideas of my own, especially that deployable base idea. Picture this as a commander's power. Your the imperial field commander in charge of an attack on a rebel outpost on some planet. The initial attack goes well, and the commander waits to see the pionts his troops are focusing on and where the engagement zones are develpoing. He notices a relitively large number of his troops are focusing on a rebel camp in valley over looked by a ridge. The troops are fighting well, but losing out against the base as the defenders can respawn far quicker than reinforcements can arrive from the nearest imperial controlled position. Time to call in the big boys. He could call in a quick response unit, a commander's power that works alot like the supply crate. Basically it entails a small group of several Lamba class shuttles to fly down and land on the location the commander clicks (this landing could be exactly like the supply crate falling, cause they could be coming down on repulsorlifts). This tiny landing zone functions as a temporary spawn piont. In addition to that the lamba's have aboard several heavy weapons (pick up kits) and several speeder bikes. It gets better. This quick response unit should be a dedicated decision by the commander to luanch a heavy attack. Any soldiers that choose that spawn location could be rewarded with a piont for cooperation. This will almost certaintly tip the scales in their favor.
But of course it would have to be balanced. The shuttles should be destructable and relitively vunerable to armored viechles and air craft. When the shuttles (or maybe a single shuttle instead) are destroyed the spawn piont disepears. Also the quick response unit spawn piont should only stick around for a little over a minute, after which the shuttles fly off. They should be weak enough that landing them in the middle of an enemy base or too far from friendly support would be folly, and the count down timer for that power should be very long to punish commanders for wasting the power. Also it might be adequate to have verbal warning to the other team in the area that an enemy attack group has just touched down, and should be visible onthier maps and mini maps.

In addition to this idea I have another litte one. One thing that annoys me in bf2 is that sometimes troops don't listen enough to thier commander. Is it possible to tweak the command system so that a commander can assiagn a duty to a specific squad (like attack this location) like before but if that specific squad succeeds they're awarded pionts for following orders?

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Re: The element of strategy - deployable buildings

Nice long post, and I agree with a lot of what you said.
I just wanted to expand on the marching platoon idea, where a player could basically take control of a column of relic battle droids (dumb but effective in large numbers against infantry).

http://upload.brandonbatson.com/images/FS_Droid_platoon_detail.gif

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Re: The element of strategy - deployable buildings

In my own opinion, I think mabye adding the platoon idea may be abit far right now. But I definitly agree with the deployable base. I especialy like the idea of having it be included with the Commander's tools. But perhaps instead of a deployable, dropable object in a kit, have a platform, mabye scaled five yards by five yards and on that, crates on the corners, bacta in another corner, and possible the spawn point in the middle. Mabye even have a pick up kit! To make it fair, code it like a vehical, and let it have hit points, and let the ground have the same effect that water does on other vehicals, and set it so every person spawned on it decreases a fifth of the health. When say six people spawn, it blows up.

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Re: The element of strategy - deployable buildings

Good ideas for balance,  any way possible to make it long to set up??  Setting up such a huge thing should be a "oomf" and it's done kind of deal.  While the scout/commander/whoever is setting it up, they will be vunerable (SP?) to enemy fire.  This prevents people from throwing one right in the middle of an enemy base.  Otherwise he could throw it, die, come back RIGHT there kill that guy and get the base like pie.  Make laser fire generally strong on the camp, like a jeep on bf1942, so it can be taken down by infantry.  Think of it like a tent, tent + big gaping holes from blaster = no tent.

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Re: The element of strategy - deployable buildings

Well mabye a tent on a repulsor platform, as stated in my original post. And really five yards isn't that big.

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