Author Topic: Naval operations  (Read 1528 times)

Offline sheikyerbouti

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Naval operations
« on: 28-07-2010, 23:07:11 »
 I suggest that a map be made which will allow for a simulation of the numerous naval engagements which supported ground forces during WW2.

 As a simple change, the map "Port en Bessin" does not feature any naval engagements although Allied naval gun support was crucial for the suppression of German snipers, FLak-boots and for the eventual assault upon the Wiederstandnest's in the region.
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Offline Thorondor123

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Re: Naval operations
« Reply #1 on: 28-07-2010, 23:07:12 »
Like on the map Pointe-du-Hoc?

Good idea.
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azreal

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Re: Naval operations
« Reply #2 on: 29-07-2010, 01:07:12 »
You saying you want commander artillery on these maps to simulate naval gun fire?

Offline djinn

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Re: Naval operations
« Reply #3 on: 29-07-2010, 02:07:34 »
Because Driveable naval vessels on PeB will throw the battle out of whack

I think work needs to go into the various artillery though

mortar arty should sound like the controlled ones, and so should arty... currently, they sound toony...

Also doing this, allows for various types of arty, like naval arty, being different in sound from other guns, etc

Offline Ts4EVER

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Re: Naval operations
« Reply #4 on: 29-07-2010, 02:07:52 »
Also the ocean part of that map is really small, not to mention the view distance.

Offline Excavus

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Re: Naval operations
« Reply #5 on: 29-07-2010, 02:07:56 »
Make a static ship out there with static naval guns with the artillery feature.

Offline djinn

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Re: Naval operations
« Reply #6 on: 29-07-2010, 02:07:58 »
Out where? Theres a sliver of ocean on that map.

Offline Ts4EVER

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Re: Naval operations
« Reply #7 on: 29-07-2010, 02:07:58 »
Yes, I think there is about ten metre of ocean outside of the port area lol.

Offline Mazz

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Re: Naval operations
« Reply #8 on: 29-07-2010, 02:07:27 »
Just add a artillery barrage/commander's seat, and use a much larger projectile but with longer delay and less rounds per use.

Could also be used on later maps where naval support was present (parts of Italy, Africa), and where the Germans used Rail-guns against combat targets.
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He could hit targets at range even on the move.


Offline chido312

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Re: Naval operations
« Reply #9 on: 10-08-2010, 00:08:33 »
well i think naval operations would be nice to see in this mod aswell. on some maps like point du hoc and port en bessin have stationary naval ships and just have the turrets as enterable guns liek the AA on the essex in vannila BF2 and if you want big ship on ship action then IDK what to tell you im not good with making mods but in a suggestion i made to put a new game mode depicting submarine wolfpacks engaging supply ships i believe someone said something about a sub ir IIrc or something like that.
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Offline THeTA0123

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Re: Naval operations
« Reply #10 on: 10-08-2010, 00:08:41 »
I demand HMS Rodney on point blank range in the harbor
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Offline sn00x

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Re: Naval operations
« Reply #11 on: 10-08-2010, 11:08:21 »
Just add a artillery barrage/commander's seat, and use a much larger projectile but with longer delay and less rounds per use.

Could also be used on later maps where naval support was present (parts of Italy, Africa), and where the Germans used Rail-guns against combat targets.


One big railgun shell per 3minute? :D

Offline Sgt. Powderhound

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Re: Naval operations
« Reply #12 on: 10-08-2010, 11:08:02 »
If naval operations are ever implemented, I will personally learn to model, code and map in order to create commando player models, usable HMS Campbeltown and an objective mode map of a certain French port. ;)

Offline djinn

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Re: Naval operations
« Reply #13 on: 10-08-2010, 12:08:30 »
Never too late to start... Heck, you might inspire them to take it up just based on that ;-)

Offline THeTA0123

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Re: Naval operations
« Reply #14 on: 10-08-2010, 12:08:26 »
Then again, the time implented into that can be used for jagdpanther.......and many more
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