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#1 | |
![]() Join Date: Dec 2009
Location: Istanbul
Posts: 532
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I was just reading the topic of this guy who complained about some unrealistic parts of the PR. Subject already discussed in detail in that thread but I was a little bit stuck with the below issue.
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1) AI controlled stationary AAs which automatically lock ant hit enemy planes/choppers which get into certain range of the main base/carrier. 2) High number of AT stations (basicly like the TOW in BF2 but more dangerous) in bunkers which are harder to hit from away. 3) Stationed long range heavy machine guns with armor piercing ammo in. 4) All those assets can be made reapairable. Basicly things that can not be used in game to take advantage while capturing flags but instead make the main base very dangerous to come closer. Well... hope sounds not so absurd. | |
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#2 |
![]() Join Date: Mar 2009
Location: Shropshire
Posts: 2,033
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i really like the idea, what we need to do is make alot of AI controlled defence systems to stop over base rape, as long as the AI can be killed (maybe respawn after 10 mins or 5 mins) i think it would work
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#3 |
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The AI might be a problem but really could use something like that to keep the enemy choppers and planes from camping the main
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#4 |
![]() Join Date: Jun 2008
Location: FL
Posts: 287
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I think if you add AI that takes from the amount of actual players in the server, unless you do the thing that you remove birds and stuff and ass bots, but that would lag like a b****
I like the danger zone instead of uncap rule, of course it should be removed when the last base is capped |
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#5 | |
![]() Join Date: Dec 2009
Location: Istanbul
Posts: 532
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Quote:
I think the major idea of danger zone is "you may loose the fight in front flags but still main base is ground zero, cave of the bear, lair of the lion" P.S: well of course I don't know about the lag thing. that would ruin the automatic AAs | |
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#6 | |
![]() Join Date: Sep 2007
Location: Bergen
Posts: 215
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Quote:
If you want unbalance, there's games that deliver this - X-Com UFO Defence, for example, saw nothing wrong with positioning four Cyberdisks in a half-circle around the ramp of your Skyranger as it touched down, or subjecting one of the guys in your ship to mind control so that he fires a heavy rocket that blows up everyone before they can even get off. In Falcon 4.0 Allied Force, you can get ordered to go on sorties where you either can't win (for example, if you get tasked with bombing enemy tanks and they are already destroyed when you arrive on station), or where the odds are hopelessly stacked against you (for example, if your four F-16s jumped by ten Mig-29s that command never saw coming). I don't mind this in those games, because each fight is just a little part of a bigger battle. The same way, I wouldn't mind it in PR if the game was like X-Com or F4AF, and every battle was the result of movement of units on a bigger battle board. Then you'd end up with scenarios where an infantry battalion with next to no AA was subjected to a massive F-15 air strike and never even managed to leave their base. But the problem is that every round in PR is the whole battle, and that you only have so many maps to choose from, all with fixed force strenghts. If you lose the round, you lose the round. If a map is unbalanced once, it's unbalanced until some developer or modder rectifies the issue. Saying it's "unrealistic" misses the point entirely. As for the AI defences idea, I would like to see it implemented if it's technically feasible. If the AI defence objectspawners are tied to the second last CP, they'll stop respawning when that CP falls to the enemy, and the main won't have the defence grid when it's actually supposed to be attacked. | |
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| Tags |
| base, danger, rule, uncap, zone |
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