1 (edited by Khamul 2008-05-19 14:36:03)

Topic: Various Suggestions for 1.3 of whatever....

First off all , i have been watching this mod closely from day one , after 1.0's release , but it's my
first post here so don't be too harsh on me smile

-Commander's role should be restored but instead used for coordinating the use of heavier assets
and perhaps deployables (think of Orbital bombardment but ONLY after request by SL or ehem....
Ion Cannon strike in Escape from Hoth by request of a squadron leader/SL???).
-In PR 0.7 (a BF2 mod for those who don't know) they managed to implement a supply drop ability
for larger helicopters. That said you hover low , click and tadaaaah the precious cargo is ready to
resupply your guys. From what i know the two engines are structuraly similar so what if you could
implement  the Sentinel and have it drop supply boxes or even , who knows perhaps even vehicles!
Of course you would have to land/hover very low and it should take a looooooong time to "reload"
or you would have to go to your helipad to resupply it like in PR.
-Also in PR (yeh I know Im a big-time idea snatcher) if , say , you hit an APC's wheels with an AT ,
it becomes immobile. Respectively , a good hit to it's turret and it cant turn it around and shoot.
I know you can now supposedly destroy a ship's resources ( i havent seen for myself as i haven't
played yet) but it would really help  if u added it to some vehicles. As we all know , AT weapons don't
do too much damage to vehicles but they would be really useful if they could ( in one or two hits)
disable some functions of the victim (in my opinion , a good hit to an AT-ST's "neck" would make it
unable to rotate it's turret).Of course all this damage could and should be repaired by an engineer.

Dunno if this would really do anything good to the mod but I hope you take it in consideration.
I can already see myself smiling with satisfication having rendered some AT-ST's useless. big_smile



I recently noticed a thread about locking vehicles and I would like to say the following :


-You will have to choose ; Lore accuracy , gameplay , balance or "realism"?

-If you choose lore , very ,very few vehicles shold be locked , particularly the AT-AT and other
very powerful or critical vehicles.

-Should you choose ganeplay , Any vehicles above (Not including it) the AT-ST in the "food chain"
should be locked in default , but it should also be very map dependant.

-If balance is your choice , then utilise FH2's ideal formula. All armoured vehicles ( , APC's, Heavy Artillery , Light , Medium and Heavy armour.)should be locked , while those serving a devotedly
transport role (speeder bikes , Air Transports , civilian vehicles like those in Mos Espa , miscallaneous stuff) should be unlocked.


-If you pick the path or "realism" (in actual battlefield terms) ALL vehicles should be locked , while
it's quite map dependant , so in an urban map with very few vehicles you might need both sides to
be able to commandeer civilian vehicles though in limited numbers. (You see , not every single
rebel grunt was brave or foolhardy enough to try and highjack an Imperial AT-ST) :I



A final suggestion ;


-Keep up , and if u need ideas ask Khamul or (ingame) Stasos22 , that's how I am more widely known. big_smile


Thank you , and let the victor be justice in the great battles to come! smile

Let the victor be justice.
Ingame names:
FS: Stasos22 , BF2 : stasos
CoD4 + All else : Khamul

Re: Various Suggestions for 1.3 of whatever....

Hi Khamul. Some feedback from me:

-Commander's role should be restored but instead used for coordinating the use of heavier assets
and perhaps deployables (think of Orbital bombardment but ONLY after request by SL or ehem....
Ion Cannon strike in Escape from Hoth by request of a squadron leader/SL???).

Agree with you on Commander's mode, it should be reinserted. But there won't be commander abilities no matter what. They can't be made team- or map-specific and would thus be useless in a mod with distinct sides and both space and ground maps.

-In PR 0.7 (a BF2 mod for those who don't know) they managed to implement a supply drop ability
for larger helicopters. That said you hover low , click and tadaaaah the precious cargo is ready to
resupply your guys. From what i know the two engines are structuraly similar so what if you could
implement  the Sentinel and have it drop supply boxes or even , who knows perhaps even vehicles!
Of course you would have to land/hover very low and it should take a looooooong time to "reload"
or you would have to go to your helipad to resupply it like in PR.

I'd love vehicles that deployed supply crates, but it won't be the Sentinel. Regardlessly of what the Rogue Squadron series might've told you, the Sentinel is not a container carrier, it's a troop transport wink .

-Also in PR (yeh I know Im a big-time idea snatcher) if , say , you hit an APC's wheels with an AT ,
it becomes immobile. Respectively , a good hit to it's turret and it cant turn it around and shoot.
I know you can now supposedly destroy a ship's resources ( i havent seen for myself as i haven't
played yet) but it would really help  if u added it to some vehicles. As we all know , AT weapons don't
do too much damage to vehicles but they would be really useful if they could ( in one or two hits)
disable some functions of the victim (in my opinion , a good hit to an AT-ST's "neck" would make it
unable to rotate it's turret).Of course all this damage could and should be repaired by an engineer.

A little bird that had played 1.2 whispered to me that you can destroy cap ships' engines now. Haven't tried 1.2, so I don't know if it's true. As for elaborating this (allowing players to destroy sensors, guns, etc.), or other vehicles' hardpoints, this'd be awesome to have. I personally hope it makes it in somehow, to some degree, in a later release.

Good luck on the battlefield, and keep the feedback coming smile !
Keep in mind, though, that I'm not a dev and that my opinions are not official.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Various Suggestions for 1.3 of whatever....

That little bird is wrong, that's why the cap ships are so damn slow on Taloraan, the engines got messed up.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Various Suggestions for 1.3 of whatever....

Well , thanks for the quick reply. smile
Ah and what? Rogue Squadron? Never heard of a game named like that.

Let the victor be justice.
Ingame names:
FS: Stasos22 , BF2 : stasos
CoD4 + All else : Khamul

Re: Various Suggestions for 1.3 of whatever....

Hey , guess what!
I'm back with more stuff for ya.
I know that the devs still have to finish doing more basic things but a little eye candy never hurts eh?
(Behold as this is not in another mod big_smile)
I recently noticed a guy trying to get PR's devs to implement dust effects in landing helicopters.
Before they could awnser , another superhumanly brave individual got his hands dirty and did it himself.

Let the victor be justice.
Ingame names:
FS: Stasos22 , BF2 : stasos
CoD4 + All else : Khamul