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Messages - Safe-Keeper

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Suggestions / Re: Having HE as the default for artillery
« on: 25-04-2010, 11:04:50 »
The leaflets would obviously be threats of lawsuit from Steven Spielberg, scaring everyone off of the map ;D.

Suggestions / Re: Unabalanced Armies
« on: 25-04-2010, 11:04:12 »
zomg more allied bias!!!!!
Of course there should be allied bias, they won the war, did they not?

Besides, I honestly don't mind maps being slightly unbalanced (not that I would know if any are, I don't play FH2 nearly as much as I should). If there's more challenge in some maps than others, no big deal to me. Sure, might not be by design, but still, I like assymetric warfare.

Modding / Re: [IDEA] Succession map
« on: 24-04-2010, 22:04:12 »
I think hes trying to get a way to make Maps more fast.
Well, that's not what I wrote, but sure, that's another possibility -- since every mapper has to do only 1/4 the work, and should consider it a new and fun experience, it'll probably get finished pretty soon.

Modding / Re: [IDEA] Succession map
« on: 24-04-2010, 22:04:22 »
Generate a blank map in the editor. Separate it into four pieces (or however many pieces you want) with the texture tool, then fill in one of the sections. Then hand it off to another guy, who will fill in another section and hand it over to a third guy, and so on.

Suggestions / Re: Mortars
« on: 24-04-2010, 19:04:05 »
Saving Private Ryan was a good film, but it pretty much got torn to pieces for all of its inaccuracies -- one of the most glaring being that you could use mortar shells as grenades.

Too much work, besides most arty guns are left empty to rot.....  Real shame considering how they can turn a battle.

Modding / Re: [IDEA] Succession map
« on: 24-04-2010, 18:04:53 »
I didn't say it should be separated into several maps, I said you should mark with lines or hills or whatever where the boundaries went.

Modding / Re: [IDEA] Succession map
« on: 24-04-2010, 18:04:00 »
Generate a blank map in the editor. Separate it into four pieces (or however many pieces you want) with the texture tool, then fill in one of the sections. Then hand it off to another guy, who will fill in another section and hand it over to a third guy, and so on.

Modding / [IDEA] Succession map
« on: 24-04-2010, 18:04:44 »
This is an idea I've had in my head for quite some time, and before I try it out myself, I wondered if anyone else had given this thought, or even given it a try at some point.

Basically, the "succession map" is similar to the succession game, like the hilarious Dwarf Fortress cult classic Boatmurdered, where players take turns playing a single-player game and write in colourful terms about the process. DF has a strong succession game tradition, as the gameplay lends itself well to this playing style.

But I got to thinking, what about making a map this way? There would be two different ways to do this. Either just split a blank map into clearly labelled sections (using textures or whatever), for then to fill in your and send it off to the next guy, or just take turns designing it freely (one hour of total work time per person or something). Or you could designate a heightmap and give it basic textures, lightmaps, and so on, and take turns placing statics and vehicles and whatnot from there.

I think this idea has potential for lots of fun (and some "what? I didn't intend for a whole airfield there!" frustration) :), and that some very colourful and enjoyable maps could come out of this, as long as some basic ground rules are laid down that everyone agree on and every mapper takes his or her task seriously.

Suggestions / Re: Having HE as the default for artillery
« on: 24-04-2010, 17:04:06 »
Leaflets:  wouldn't be best outcome for doing this be a weapon that startles players and stuff.  Have a little fun by dropping leaflet bombs on flags and freaking the defenders out.  Doesn't add to the core gameplay and in the end only rarely gets used?
It would be an idea to have AI bombers or cargo planes fly over the map under flak fire, dropping leaflets over your base. Wouldn't have a gameplay effect, but I don't remember that ever stopping the FH devs.

All of that should be possible to code fairly easily (unless you can't have AI guns in the BF2 engine), except the behaviour of the falling leaflets.

Hook, line and sinker. Damned near swallowed the fisherman's arm, too.

I just love the Forgotten Hope team's April Fools jokes ;D.

Suggestions / Re: Naval Battles
« on: 28-12-2009, 20:12:02 »
Whats that picture of Picard supposed to mean
Well, it's like this. Computers can be used by everyone, and can't tell mature posters from immature posters. Thus, sometimes they fall into the hands of the latter. Childish behaviour ensues.

Off-Topic / Re: What country's do you wanna visit?
« on: 03-10-2009, 00:10:47 »
Republic of China. Incredibly fascinating little nation.
Reykjavik, Iceland.
Houston, USA - lived there for three years, want to go back and at least visit.
Also want to visit northern Norway and Norway's Svalbard territory.

Suggestions / Re: FoxHole
« on: 01-10-2009, 23:10:08 »
But Rearming a aircraft, repairing a tank is 100% needed.

creating your own foxhole is useless since the mapper placed many trenches for YOU.
All I did was reply to the people who said that digging foxholes had to take hours; if foxholes were included, they would have to take minutes to dig with a fortification tool, just like tanks take a minute to repair with a single wrench ;) .

But fine, you don't want foxholes, I'm not going to push fox holes. I guess it's a case of "know when you're beaten" ;) .

Also, think about it, are you digging your Foxhole or your Grave?
If I had to cross a field, I'd rather have a hole in the middle of it than just open ground. If I see an opening in the combat to dig such a hole and I know that I'm going to need it in the future, I'm sure as heck going to start doing some shovelling.

Tactics & Tutorials / Re: Squad work
« on: 01-10-2009, 03:10:40 »
Fh1 spirit is no more...
ya i no rite?

I really hope this will pick up, as it's my #1 complaint with this game - the lack of teamwork.

Suggestions / Re: FoxHole
« on: 01-10-2009, 02:10:23 »
Besides, it should take half a day to dig a proper foxhole... How much of the battle should be spent digging temporary cover?
Why? Should it also take several days to repair a nearly destroyed tank, or several minutes to rearm a plane or resupply a tank with new ammo?

Never understood this reasoning. See the same thing when I suggest planes should have limited fuel - everything else in the game, from map size to the time it takes to heal someone, is scaled-down, but then you suggest something new and then all of a sudden people think it has to work exactly as it does in reality if included.

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