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Topics - HadrianBT

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Suggestions / Deep snow idea for future East Front maps
« on: 08-09-2011, 06:09:28 »
So far in FH2 we do not have maps that feature deep snow, which would conceal infantry to a certain degree. Currently there is terrain of snow-type, which for all intents and purposes works exactly the same as all other terrain types, but has a different color.

Anxiously waiting for the Russian front, I would like maps in Finland and Russia have a distinctive feature, that would clearly make it different from yet another Bulge map.

Therefore, I propose an idea that could lead to the introduction (or to further ideas and discussion that would lead to that) of working deep snow in such maps. As far as I know, the only alternatives have been "snow bushes", that are just regular overgrowth bushes painted white. There are two limitations to those:
1) you can only have that many of them without straining the server and your PC
2) they are subject to draw distance, i.e. they no longer provide cover if smb looks at you from far away, which is most typical for tank optics and such
While such "white bushes" still have their place and I would like to have them too, it would definitely be nice to have something that would have a larger working area.

The idea is very simple - why not place water reservoirs or "paddles" (in blue, marked with a purple downward arrow) underneath a "snow texture" (in gray, marked with a red downward arrow)?

1) The depth of the paddle is enough to prohibit a soldier "C" from going prone (so he cannot exploit the water "see-though" feature in BF2), but shallow enough so that he can stay crouched "B" and still be able to engage the enemy "D" with only his head sticking out of the snow "A".

2) The body of the soldier still can be hit with any type of ammunition except, perhaps, HE.

3) Certain areas can be made quite deep, which would require a soldier to move much slower, as he would be effectively swimming (however I expect some would argue that this would kill immersion for them). IMO this would still look reasonably realistic.

4) the "moving in water" sound should be modified

5) splashes from HE would still be as usual, since the impacts are into the nearby ground underneath the snow texture

I would like to hear comments from community members and especially Devs on this idea (or, maybe, they have already came up with a better one, which most of us non-betatesters are yet to see?).

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Suggestions / Solution to the proposed new arty system
« on: 08-01-2010, 18:01:51 »
Here I got an idea of how to implement the new arty system, proposed by several people, but most recently by Djin in a very long and elaborate post, which has a multitude of other nice suggestions.

Anyhow, the idea was to make the arty gunners capable of self-spotting, which would be less effective that arty observer-assisted spotting, but would still work in the abscence of any spotters and allow arty gunners to man their guns and be usefull throughout the whole round.

This system was proposed to enable the gunner to produce a mark on the map, where the gun was aiming now, effectively making it possible to blind-fire to nearly any point on the map, regardless of whether there is anybody or not.

So here is a solution:

1) Arty gunner gets a fourth type of projectile, the spotting projectile (unlimited, recharging, recharge rate - slow)

2) When the projectile is fired somewhere blindly, it impacts and produces a "targeted spot"

3) This spot is different from the usual one in the way that when you go to target mode in the arty, you only see the gray screen (exactly the same as you see when you try to zoom BF2 vanilly-style into the map while performing commander's duties in Caps-Lock mode). I think this was done by placing a gray texture in the top view of the commander, preventing him from "satellite-spotting" enemy movement.

4) This is juct a texture, not a model, so should be fully penetrable to everything

5) Currently, when you are in target mode, you can spot something in the middle of the screen, exactly as everybody else.

6) You spot something (get a question mark on the map), which gets reported over a big distance, like it happens with units reported by any vehicle drivers/scouts.

7) In the end, you get a question mark on the map right in the place where the gun was pointing. Go ahead and fire, or you can do some blind adjustments and then send another "question mark" when the spotting projectile is recharged.

This system is very simple and is fully within the current capabilities of the FH2 build (great thanks to whoever coded the current arty system). Here I would like people to discuss whether this is worth implementing and then it would go to the devs' consideration if it was deemed worthy.

NOTES:
a) The "reporting radius" should be large, but limited to prevent arty gunners to self-spot enemy uncaps.

b) The spotting projectile should be a different projectile so that it adds the "gray texture" to the top view.

c) The recharge rate of the spotting projectile should be ~20 s to prevent exploits.

d) The "question mark" graphics can be changed to "sniper spotted" (which resembles a "target") for aesthetics purposes.

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Suggestions / Commander artillery idea
« on: 08-06-2009, 19:06:40 »
I've heard many people complaining about the commander duty in FH2.

Some say it is too powerfull with its off-bounds artillery, while some say that the arty is too weak (mortar barrage on some maps), which makes the command duty quite boring and non-rewarding.

So I've got this idea, which I would like to introduce here and see what you guys think about it:

Give the commander the ability to have a barrage, which effectively fires not a shell, but a spotting projectile. Therefore friendly arty would use the spot and rack up some kills, while the commander would get his "spotting assist points", whithout using some godly atry out of his pocket. The "arty" would also depend on the arty pieces manned currently, so it could be a mortar barrage, an arty barrage or both.

Moreover, this would encourage teamwork, as any team member at any time could ask the commander to "place the arty marker over those houses behind the hill". Of course, to avoid abuse, the new arty projectile should be rather infrequent (like it is currently with normal commander artillery). Also, the spot should last only a limited amount of time, obviously.

Additionally, the arty would drop several spotting projectiles (four in a square? three in a triangle?) so that arty gunners could choose a better one.

I fully understand that the implementation of this idea would require quite some time by the devs, but if they would really see it as promising...

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