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| Russian Forces Mod : Discussion pertaining to the PR Russian Forces Mod. |
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#31 |
![]() Join Date: Sep 2007
Posts: 17
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Re: Maps
Tanks in daqing oilfields.
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#32 |
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Forum Moderator
![]() Join Date: Nov 2006
Location: Kristiansand, Norway
Posts: 6,507
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Re: Maps
Quick map suggestion from Google Earth:
![]() Russians start in airport, have to fight the militia in the city (Insurgency with Militia?). Don't need to call it Grozny Airport, of course. |
![]() KP still is the number one hottie, noobs. -[R-PUB]bosco I'd do KP. Wouldn't everyone? -e-Gor ![]()
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#33 |
![]() Join Date: Jul 2007
NorwayLocation: Norway
Posts: 3,065
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Re: Maps
Why not Mestia? Its in Georgia isnt it?
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Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity I Jaymz
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#34 | |
![]() Join Date: Feb 2008
SwedenLocation: Stockholm
Posts: 268
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Re: Maps
Quote:
I think the Russians should replace the Brits on Mestia and Fool's Road. That will be a good way to introduce them while other maps are being made. | |
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Last edited by STORM-Mama; 09-12-2008 at 02:27 AM..
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#35 |
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Re: Maps
I agree with the swede on this one
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#36 |
![]() Join Date: May 2008
United States of AmericaPosts: 107
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Re: Maps
yea you should make a russian militia map or insurgent vs russia and if you do it would be realy kick ass if you put a real mi 24 in it not like in the bfspetial forces on a one that you can trasport troops that would realy be cool
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#37 |
![]() Join Date: Jul 2007
Posts: 34
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Re: Maps
Here's a new map idea:
April 2003 THUNDER RUN on Highway 8 into Baghdad. But please use real life satellite images, maps, & videos/ photographs if you do this. To simulate thousands of fanatical Iraqis/ Insurgents, give them LOTS of fast respawns w/. short respawn times (3 seconds or less like in training mode.) But the US would still have normal respawn times for infantry & crewmen. The Iraqis/ Insurgents should have unlimited tickets but the US should have limited tickets. Otherwise, the Iraqi-to-US respawn ratio should be something like 15:1 or 20:1. As each re-cappable strongpoint/ objective is captured (Larry, Moe, Curly, etc...) the Iraqis/ Insurgents lose a CP along the highway. Have LOTS of CP's along the highway. But have LOTS of caches/ respawn points with RPGs & MGs that do not disappear when CPs are captured by US. Don't be cheap with RPG's as a lot are required to slow a Thunder Run. When the US has captured most of the CP's, a (quickly respawning) Fuel Truck (which requires lots of bullets to destroy) and/ or Supply Truck must go up the road & catch up to the tanks @ a reload/ resupply point with APC & Humvee escort before moving on to the last couple CPs. This will make for lots of burning wreckages and add an extra challenge for the US toward the end of the game. Engineers could ride on the tops of the tanks in the MG turrets until the Fuel & Supply Trucks spawn at the US base when the tanks have reached some of the last CPs. The engineers would have to go back & drive the Fuel & Supply Trucks up the map to (at least one of) the surviving tanks holding ground before code amber turned to code black. The drivers of the Fuel & Supply Trucks should be able to duck when under light arms fire but, of course, temporarily look up to see where they're going. US Assets: 9 M1A1 tanks 3 Bradleys Fuel Truck - (lots of bullets to destroy it, separate time limits in molotov fire to destroy cab & fuel tank, 2 rpg's to destroy the cab part; 1st rpg to ignite the fuel part; 2nd rpg to obliterate the fuel part; so potentially 3 rpg hits before the fuel truck is stopped.) Supply Truck 4 Humvees - (2 with .50 cal and 2 with MK-19 automatic grenade launcher) Reduce vehicle respawn times to simulate lots of vehicles. Insurgent/ Iraqi Assets: AA Machine Guns (Deployable; eliminate limits) HMGs (Deployable; eliminate limits) Forward Firebases with Assets (eliminate asset & firebase limits because it's an entire city versus a company - Insurgents/ Iraqis will be constantly busy building & fighting to stop the advance.) LOTS of RPG-7s (each tank requires 5 rpg's so there'll be lots of rpg's flying) NO Heavy AT kits. Mortars (that you can actually crew; no 30 minute wait BS, please) Suicide Cars/ Taxi-Cabs/ Pickups Technicals 2 BMPs. 2 BRDMs. 6 Vodniks. Reduce vehicle respawn times to simulate lots of vehicles. Let the Insurgents/ Iraqis set up rally points & firebases. This would be a really intense PR map IMHO. Here's a YouTube clip that I'm sure many of you have seen: YouTube - 3rd ID TF 1-64 Baghdad Thunder Run Here's the riveting story of how the US almost lost that pivotal battle: The Thunder Run - Los Angeles Times |
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Last edited by Janush Rambowski; 09-12-2008 at 11:47 AM..
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#38 |
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PR Developer
![]() Join Date: Jun 2008
Russian federationPosts: 593
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Re: Maps
Dear Janush, this is Russian Forces Mod thread.
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![]() PR Military Advisor |
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#39 |
![]() Join Date: Jul 2007
Posts: 34
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Re: Maps
Sorry, Nosferatu. I searched "maps" and this was the only thread I found in the forums that seemed to be all-inclusive of "maps." I didn't want to create a repeat thread but also didn't notice it was in the Russian Forces category until after I had posted it. I tried to re-post it elsewhere but, unfortunately, the suggestions forum has been disabled as notified by [R-DEV]Masaq (PR Lead Forum Moderator). Otherwise, I would start a separate "maps idea" or "iraq maps" thread. Eventually, though, I hope this post can more appropriately reach those Devs & readers in the community that may be interested.
How about a Russian version of a Thunder Run? |
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Last edited by Janush Rambowski; 09-12-2008 at 02:58 PM..
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#40 |
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PR Developer
![]() Join Date: Jun 2008
Russian federationPosts: 593
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Re: Maps
Whole idea is bullet in the head of balance. Insurgents with AKs, RKGs and short respawn time will overrun even Mech batallion armed with laser cannons.
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