Author Topic: Towable AT, AA, and Artillery!  (Read 4657 times)

Offline djinn

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Re: Towable AT, AA, and Artillery!
« Reply #30 on: 11-10-2012, 11:10:00 »
Ye-es, except in larger scale. The maps we have tend to represent an active battle. The 'realism' in this case won't usually include moving guns around at trot speed and simply repositioning them so easily.

They are real time battles, 45minutes = 45 mins real time usually, so having trucks suddenly reposition guns etc, doesn't quite work. It's borderline RTS, and begs the question, why not move on to building bases etc.

The compromise we have is the small additions of portee, push-able guns and deployable weapons.
That plugs the gaps, nevermind the mg kits, mines etc.

I would like things like barbed wire gates that can be extended and destroyed/ cut to make some interesting choke points, but again, it walks a fine line between raw Shootempup and RTS.

Evolution is subtle, not drastic.
« Last Edit: 11-10-2012, 12:10:20 by djinn »

Offline LuckyOne

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Re: Towable AT, AA, and Artillery!
« Reply #31 on: 11-10-2012, 12:10:14 »
Yes, but wouldn't it be realistic for generals that they have some guns in reserve (in mainbase or whatever) that they can throw into the fight to plug the gaps?

Although I see your point, prepared defenses usually weren't redeployed when under fire, something that would probably happen if we had that in-game.

Still, realistic or not it would definitely improve gameplay (at least for people who like using AT guns  ;)) on some maps.
« Last Edit: 11-10-2012, 12:10:35 by LuckyOne »
This sentence is intentionally left unfinished...

Offline Ts4EVER

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Re: Towable AT, AA, and Artillery!
« Reply #32 on: 11-10-2012, 12:10:07 »
You mean like a mobile reserve? I'd say they mostly used tanks or infantry for that.

Offline djinn

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Re: Towable AT, AA, and Artillery!
« Reply #33 on: 11-10-2012, 13:10:14 »
It also asked a bit too much of the player. Most will just sit at the main base or be driven around and killed off easily, placing the gun in enemy hands.

Players aren't THAT tactical.

The key thing is knowing what ratio of guns you want static and what ratio you want pushable and the remainder you want towed.

I would make towed FEW, so few, it begs the question if they are needed at all, seeing that tanks also exist.

Offline McCloskey

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Re: Towable AT, AA, and Artillery!
« Reply #34 on: 11-10-2012, 13:10:51 »
...seeing that tanks also exist.

But it is much harder to hide a tank than a low-profile AT gun, innit :P

Offline djinn

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Re: Towable AT, AA, and Artillery!
« Reply #35 on: 11-10-2012, 13:10:02 »
Hence, pushable AT guns, innit?  :P

My point is, between those, tanks and static guns, the ratios of AT capability in general doesn't really call for the work required to get towables. It would be nice, but its too small an impact to be anything but a gimmick.

If you try to get more of them than is needed, it calls for too much work from players and gameplay suffers, not to mention 'realism'
« Last Edit: 11-10-2012, 17:10:46 by djinn »

Offline Devilman

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Re: Towable AT, AA, and Artillery!
« Reply #36 on: 13-10-2012, 02:10:23 »
Old, and was a fail.

The only true failure
Is in,not trying

It was done "with tongue in cheek" and in just a few minutes



for actual towing mechanic you'd need to connect the trailer and a vehicle via joint - something which I am pretty sure is not possible in this engine.

It is possible in this engine
By using a hook and loop/ring,and using a similar code to how a jets canopy closes upon entry,and the restore rotation on exit code,with an accordingly adjusted parameter code

Quote
ObjectTemplate.restoreRotationOnExit 1


Offline McCloskey

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Re: Towable AT, AA, and Artillery!
« Reply #37 on: 13-10-2012, 09:10:10 »
Interesting...

Offline Natty

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Re: Towable AT, AA, and Artillery!
« Reply #38 on: 13-10-2012, 12:10:37 »
30 days over already?

"possible" isn't enough argument to add it. Thousands of hacks and moddy gimmicks are possible, it doesn't mean we'd add it to the game.

Design is not about ideas, it's about execution.

Offline Cheesus Krighst

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Re: Towable AT, AA, and Artillery!
« Reply #39 on: 13-10-2012, 21:10:51 »
So is it simple to just place a joint between two different vehicles driving the same direction at the same time? If it is, why the hell not put it in the game? If it sucks, kill it with fire.
If it isn't, blame the BF2 engine.

Offline Chad1992

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Offline Erwin

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Re: Towable AT, AA, and Artillery!
« Reply #41 on: 15-10-2012, 11:10:43 »
How about Commander drops these guns like Supply Boxes? Limit to 2 per map and it would be awesome. 88 drop incoming!  ;D (Not 88 of course but still small at and aa guns could be dropped. Remember Willy's jeep coming out from Gliders) ;D
- It's still up!
- No it ain't.

Offline djinn

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Re: Towable AT, AA, and Artillery!
« Reply #42 on: 15-10-2012, 11:10:30 »
Commander is already losing its struggle with survival and now you drop that in too? -- excuse the Punn  ;D
« Last Edit: 15-10-2012, 15:10:00 by djinn »

Offline Jimi Hendrix

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Re: Towable AT, AA, and Artillery!
« Reply #43 on: 16-10-2012, 06:10:38 »
 Well i've be around here long enough to know that when it comes to modding, Natty is probably the smartest guy in the room & if it could be done, he would get it done.

 So no Towing an AT gun i can handle, but can we at least the the Allies a God Damn Mobile Arty piece?


 :D



Offline McCloskey

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Re: Towable AT, AA, and Artillery!
« Reply #44 on: 16-10-2012, 16:10:26 »
But they already do have one.. Bishop.


*troll*