Forgotten Hope Public Forum
Forgotten Hope 2 => Suggestions => Topic started by: Sir_Pee_Alot on 24-11-2012, 13:11:05
-
i would like t know what you guys say about destructible bridges i really like the idea of blowing up large Bridges and holt the advance of enemys so the need to find a other way or repair the bridges i think you get some nice gameplay.
and napalm on maps like cobra it was used on that oparation!
-
I like destructibles too, but they say it causes lag. Can I has them for SP at least?
-
It would add an interesting dimension to the game, but would probably lead to severe imbalances on current maps + the problem of how/whether to repair them and what with. The wrench would not be an option (though I wouldn't complain) in a mostly realistic mod like fh2 and other solutions like pontoon bridges are a hell of a work and wouldn't fit in the fast-paced gameplay of fh2.
-
Two things: first, FFS use commas and periods.
Second: Wakain, you're saying that fixing bridges with wrenches is unrealistic, but you have no problem fixing burning tanks with 2hp back to full health with the exact same wrench? Then again, you also said that you'd approve the wrench system.
Back to the topic at hand: destroyable bridges would be handy on maps like Falaise Pocket and Bardia (can't come up with other maps with river crossings on bridges) and would be great for bottlenecking advance routes, and if some inconspicous places where you can wade rivers with vehicles would be added, blowing the bridge would not hamper the entire advance, and shouldn't imbalance the maps that much.
Wall of text made short: I approve this idea, but only if alternate routes are provided.
-
I was actually thinking about this recently. It seems like things like the bridges have a multiple stage destruction, I wouldn't mind seeing something.
1. Either a block on to what % health it can be repaired to after or much slower repair time (like 30 seconds to 1 minute) to make bridges very vital locations.
2. Wood planks that run across the blow out area to still allow infantry to cross even if it's only single file.
3. Ticket losses for bridges people lost. so if it's a level the Germans defend they lost lets say 50 tickets if the bridge gets blown (this is of course if it can not be repaired.) That way it will prevent them from blowing their own bridge to stop the enemies vehicles.
Pretty much what I want to see is the normal destroyed bridge with no way to cross, but a cap at let's say 10% that it can be repaired to, the 10% level has wood plank(s) through it to still allow infantry to cross. Like so...
(http://img833.imageshack.us/img833/1300/bridgew.png) (http://imageshack.us/photo/my-images/833/bridgew.png/)
-
Two things: first, FFS use commas and periods.
Second: Wakain, you're saying that fixing bridges with wrenches is unrealistic, but you have no problem fixing burning tanks with 2hp back to full health with the exact same wrench? Then again, you also said that you'd approve the wrench system.
Back to the topic at hand: destroyable bridges would be handy on maps like Falaise Pocket and Bardia (can't come up with other maps with river crossings on bridges) and would be great for bottlenecking advance routes, and if some inconspicous places where you can wade rivers with vehicles would be added, blowing the bridge would not hamper the entire advance, and shouldn't imbalance the maps that much.
Wall of text made short: I approve this idea, but only if alternate routes are provided.
shame on you! Totalize has to be The map here. :o
-
I guess Ramelle would make the most sence. If the Bridge gets destroyed, Germans have to repair the Bridge under Allied Fire to make the Tiger(s) advance. That would give the Allies Time to get defensive Positions to hold Alamo more effectively.
-
I guess Ramelle would make the most sence. If the Bridge gets destroyed, Germans have to repair the Bridge under Allied Fire to make the Tiger(s) advance. That would give the Allies Time to get defensive Positions to hold Alamo more effectively.
Or we could have dynamites for the Americans to blow up the bridge just like in the move! ;D
-
I'd rather just blow up Ramelle completely and make Arnhem for FH2 to be honest.
-
I'd rather just blow up Ramelle completely and make Arnhem for FH2 to be honest.
That could just work
-
I'd rather just blow up Ramelle completely and make Arnhem for FH2 to be honest.
That could just work
Why dont we have both?
-
Two things: first, FFS use commas and periods.
Second: Wakain, you're saying that fixing bridges with wrenches is unrealistic, but you have no problem fixing burning tanks with 2hp back to full health with the exact same wrench? Then again, you also said that you'd approve the wrench system.
Back to the topic at hand: destroyable bridges would be handy on maps like Falaise Pocket and Bardia (can't come up with other maps with river crossings on bridges) and would be great for bottlenecking advance routes, and if some inconspicous places where you can wade rivers with vehicles would be added, blowing the bridge would not hamper the entire advance, and shouldn't imbalance the maps that much.
Wall of text made short: I approve this idea, but only if alternate routes are provided.
shame on you! Totalize has to be The map here. :o
Also, I think there may actually be 2 bridges on Mareth Line.
I like the idea, personally. Would be great to slow offensives, and if we finally get an official St. Mere Eglise map with the Army Airborne Corps dropping over France, it would be perfect (though we'd probably already have it alongside Flak in objective mode).
-
One of the WAW Italy-maps had destructible bridges, It was so much fun to sneak behind lines and troll the Frenchies (americans) by blowing them up :)
-
i would love to see destructible objectives on more maps. it can be done (see Op. hyacinth), we just need the Devs to see that it can be done without entirely ruining maps for gameplay value.
-
i would love to see destructible objectives on more maps. it can be done (see Op. hyacinth), we just need the Devs to see that it can be done without entirely ruining maps for gameplay value.
Anctonville 32 has some objectives to deal with.
-
i would love to see destructible objectives on more maps. it can be done (see Op. hyacinth), we just need the Devs to see that it can be done without entirely ruining maps for gameplay value.
Anctonville 32 has some objectives to deal with.
Yeah, but its buggy in the current version. I hope they fix the bugs next version.
-
That hope cannot be forgotten