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#1 |
![]() Join Date: Dec 2007
Location: New York
Posts: 637
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While I was becoming more familiar with the BF2 editor I stumbled over an option in the "Armor [Component]" tab in the tweaker interface called "CanBeRepairedWhenWreck". This option when checked, will make the object act similarly to a Command Post after it's blown up. As long as the wreck remains active and has not been completely demolished it can be repaired back to operational status.
With that detail in mind and reading another thread about tanks being destroyed or disabled brought forth the thought of vehicle recovery. What can we do to make this seem more realistic? (Has the sense of a developer glaring at this page already.) Personally I like to look at things in a more optimistic way as long as reasonable rules and guidelines can be established. Of course, something as important as recovering (reviving) a destroyed vehicle must have strict guidelines. Anyways, I think it would be intresting to see a team of engineers recover wrecked ground vehicles but not aircraft. But it is an absolute must to have this be done under a large amount of teamwork and coordinated effort. The following criteria is a good way to start. The introduction of the Forward Armor Recovery Station (F.A.R.S.). <Note: Derived from the term, Forward Arming and Refueling Point (F.A.R.P.) where helicopters operate out of.> 1. Must have a Command Post deployed and operational to deploy any team asset.I also recommend attempting to modify vehicle settings so that as soon as they're destroyed into being wrecks they begin to burn continuously. The purpose of this is that while the vehicle is burning it will require the use of 3-4 Engineers to counteract this effect to bring it back up to operational status. So basically, 1 Engineer alone will not be capable of repairing the wreck at all. 2 Engineers will be repairing the vehicle wreck at an equal pace to which it is burning. 3 Engineers will begin to recover the vehicle to operational status at a slow pace. 4 or more Engineers will begin to repair the vehicle much quicker. Personally I think it would be great to be able to recover a vehicle with teamwork. I figure if medics can revive soldiers, then why can't engineers recover vehicles? Engineers would certainly be hardcore then. For those out there that would pick up an Engineer kit over a rifleman anyday... Be proud, you are one of the few. Of course this is still an idea. Nor do I expect it to really take off, but I figured it's worth mentioning and throwing it out there for evaluation. |
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Take the Blue Pill or take the Red Pill?
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#2 |
![]() Join Date: Nov 2005
Location: Indiana/Massachussetts
Posts: 3,277
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Im liking it. Although I am slightly concerned about how many men it takes off of the battlefield. What if you needed a Command Post, a FARP (Modified bunker, 1 per team, anywhere on map. Rearms and repairs all vehicles and aircraft). These spawned repair HMMWVs. Repair HMMWV + 2 Engineers = Wreck can be rescued.
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#3 |
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i think this is kinda simulated by vehcles respawning..but its still a good idea
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#4 |
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Like the idea with F.A.R.S, but the engineer thing ain't gonna work. As long there is not a locked engineer squad it is impossible to get or find 3-4 engineers together into repairing. Calling out engineers from other squads is not gonna work also.
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#5 |
![]() Join Date: Jun 2008
Posts: 352
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I also believe the ammount of people it requires is a bit too much. A single squad should be able to secure the area, and repair the vehicle. I.E. one or two engineers should be all it takes to recover the vehicle, while the remaining four provide support. I mean after all, unless they impliment a towing system, you'll have to repair it ON the battlefield. Which would mean whoever just killed that tank, will be trying to kill you.
If that's the case, those 3-4 engineers will also require a large security detail, which takes a good two squads atleast off the battlefield to repair a single vehicle, not worth it. I also don't like the idea of it randomly blowing up after 5 minutes. Once it's built, it should stay there untill killed. After all in real life if you set up a repair-base, it's gonna be there untill you either take it down, or it's destroyed. And after all, we're going for realism. As for your camping worries, think about it. Once the tank is destroyed it'd still take a while to recover. If you have a force capable of downing a tank, then you should be able to kill the few soldiers mingling around the repair-base too. And if not, well then call in back-up, or an air strike. |
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#6 |
![]() Join Date: Feb 2008
Location: Glassboro NJ
Posts: 2,395
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really good idea, just lower manpower and respawn repair vehicles (we have those?) and its golden
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Biggest time killer :P To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#7 | |
![]() Join Date: Dec 2007
Location: New York
Posts: 637
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Quote:
On a battlefield I could only assume that a vehicles chances of being recovered is based upon it's location in relation on how close it is to the front lines. If other enemy tanks are in the area within range of a wrecked tank, chances are the likelyhood of a successful recovery is out the door, as it should be. As for taking resources away... Engy. squad 1 - Engineer squad consisting of 3 people, 1 SL (With officer kit.) and 2 engineers would suffice. Tank squad 2 - Tank squad consisting of 3 people, 2 Crewman and 1 Engineer. They respawn with engineer kits to assist in the recovery of the vehicle. A coordinated team effort would play out as the following: A. Engy. squad 1 - The squad leader drives support truck. The 2 engineers ride in the repair truck. The 2 engineers park the repair truck within 50 meters of wrecked tank, then dismount and proceed to offer repairs to nearby vehicles if applicable. The SL picks up Tank squad 2 at an available spawn point. | |
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Take the Blue Pill or take the Red Pill?
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#8 |
![]() Join Date: Nov 2005
Location: Indiana/Massachussetts
Posts: 3,277
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Yeah alright good point. Would the opposing side be able to make the wreck unrecoverable?
IE US Armor moving across Kashan. They encounter and destroy a T90. By hitting it with a HEAT shell or something, can they destroy the wreck? |
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#9 | |
![]() Join Date: Dec 2007
Location: New York
Posts: 637
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Quote:
They removed them in the v0.7 patch because all players did was trail the tanks. Even I thought that was annoying, but not worthy of being removed from gameplay. It should have just been tweaked and refined. Oh well. | |
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Take the Blue Pill or take the Red Pill?
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#10 | |
![]() Join Date: Dec 2007
Location: New York
Posts: 637
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Quote:
So what needs to be done is to find the "sweet spot" that offers enough time for engineers to recover the vehicle. But at the same time make it so the wreckage can be completely decimated by finishing it off with another shot without it needing to be shot 10 times because of excessive hitpoints. | |
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Take the Blue Pill or take the Red Pill?
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| armor, fars, forward, recovery, station |
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